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Messages - Sutremaine

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5596
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 05, 2011, 01:45:40 pm »
You attempted to drown amphibious creatures and the possibility of this not working never occurred to you?
They should drown as long as they don't have the 'no breathe' tag, because unless they have gills they still need to take in air through the lungs (or skin, though that should only be sufficient for vermin-sized creatures). But since DF doesn't model different types of respiratory systems, with non-aquatic creatures it's just a question of a. whether a creature needs access to air, and b. whether or not it can take advantage of any air access (ie. swimming vs. drowning).

5597
DF Dwarf Mode Discussion / Re: Caring for your Tigerman
« on: February 05, 2011, 01:22:42 pm »
This is DF. There is no better or worse, only different.

5598
DF Dwarf Mode Discussion / Re: Upright sword?
« on: February 05, 2011, 01:21:43 pm »
Migrants, as far as I know, are influenced by the deaths in your fortress and the fortress value.
Does anybody know off the top of their head how the hard-coded immigrants are affected by upright swords?

(I seem to have terrible luck with getting these. With all the test fortresses I've started, you'd think there'd be one there sooner or later (I do check with R). I recently embarked on a volcano that neatly covered a 16x16 area, and guess what? Still no sword! The game must have placed it on the same square as the magma or something.)

5599
DF Dwarf Mode Discussion / Re: Caring for your Tigerman
« on: February 05, 2011, 08:22:43 am »
and I'm ashamed about that. But I never heard of male animals that produce milk.
It's possible with the right hormones, since all humans have the 'blueprints' to build all the ducts and glands and things. There was this one guy who was able to breastfeed his own kid (might not have been enough to do it full-time though) by taking prolactin, and it worked out okay since his testosterone level was naturally low enough.

5600
DF Dwarf Mode Discussion / Re: Personal mods?
« on: February 04, 2011, 07:48:35 pm »
The moment Dwarf Fortress gets a tech-tree, I'm modding it out. :P
An actual defined tech-tree, or a more formal version of the 'you have to make this before you can make that' system that's only really present in vanilla for longer processes like soap and steel? The wizard mod in particular requires several steps to unlock (so to speak) the philosopher's stone, but there's no one thing that's used as currency to spend on advancing your reaction options.

5601
DF Gameplay Questions / Re: Keeping Caverns Undiscovered: Benefits?
« on: February 03, 2011, 12:35:10 pm »
I don't know about FBs, but normal animals come and go unseen.

5602
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 03, 2011, 12:30:42 pm »
Have millstones been nerfed, or is my game running even slower than it used to? Unless my memory fails me, in .28 a dwarf would all but instantly mill something, while taking considerably longer at the quern, while now the difference seems to be negligible.
You can test it yourself, at least for a dwarf with no milling skill. Take a legendary dwarf with no milling skill (plus a stable framerate), and count how many flashes it takes to complete the milling task in both workshops.

5603
Shift+Enter (apply selected uniform to the entire squad).

/facepalm

Wow. I feel Stupid.
Don't feel bad.  I only just found out about that this week, and I've been working with DF military for months.
but it reads right there on the screen.
So does a lot of other stuff.

5604
DF Modding / Re: Deadly clouds of death [Syndrome research]
« on: February 03, 2011, 12:17:28 pm »
some syndromes dont transfer well with an inhalation attack, and dorfs also tend to outrun the spread.
Have you found that some syndromes consistently transfer better or worse than others, or is a not-quite-random thing?

5605
DF Modding / Re: Modding Requests
« on: February 02, 2011, 10:35:29 pm »
Homeotherm will set creatures on fire, though I'm not 100% sure how it works. Perhaps it's a tag that's become outdated with the introduction of the material system?

For igniting the creature, I was thinking of having some sort of equipment with a fixed temperature higher than the creature materials' ignite point. I haven't been able to get this to work in the arena though. Setting iron to have a fixed temperature of even 20000 does nothing. I hopped in the water and nothing happened until I dropped an iron weapon and tried to pick it up, at which point it expoded into a cloud of boiling iron.

I hate it when stuff that should be easily testable, isn't. :/

Quote
the temperature of the fire (which is determined by the Ignite point of the burning materials)
Oh yes, I forgot that objects on fire in DF are not necessarily hot.

5606
why would one delibarately put methanol in booze? you don't want to kill your customers.
It comes out by itself if you're using heat to distill alcohol. Different compounds have different boiling points, and you want to get the really bad ones out of the way before you start collecting the stuff you're planning to drink (or throw back into the mix).

Sort of in the spirit of the ingrained / academic discussion of this thread, that was entirely off the top of my head. :p

5607
DF Modding / Re: Warren: Mod in progress, seeking opinions and advice
« on: February 02, 2011, 08:31:35 pm »
The sword looks oversized, so I guess it's fine.

I like the first Master Swordsman. It's both distinctive, and a regular Swordsman with an upgrade.

5608
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 02, 2011, 08:19:07 pm »
Can I embark with a dwarf skilled in strand extracting? I've looked through the list and found nothing at all... does it fall under "misc. object user"?
I think you could add [NATURAL_SKILL:EXTRACT_STRAND:number] to the dwarven creature entry, which would give all dwarves some skill at strand extraction. A skill level of 2 (Adequate) might be enough to take the edge off.

5609
DF Modding / Re: Modding Requests
« on: February 02, 2011, 08:05:53 pm »
I'd like to know what I have to do to make a creature that can survive indefinitely while on fire.

5610
DF Modding / Re: Butchering goblin partial skeletons
« on: February 02, 2011, 07:59:07 pm »
EDIT: I just realized that you wouldn't get their bones without butchering them first. Bummer.
I'd be more admiring of dwarven ethics if they stuck to their guns over the whole 'butchering sentients' thing. Break apart a skeleton for the sole purpose of making trophies and bolts? Oh no, can't do that. See some bone available for the sole purpose of making trophies and bolts? Get the craft knives out!

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