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Messages - Sutremaine

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6376
DF Gameplay Questions / Re: Dwarves not finding a water source
« on: July 08, 2009, 05:03:27 pm »
Murky pools start out as "murky", and sub-optimal; it's when water gets either "stagnant" or "polluted" that it's unacceptable for drinking.
How do you make it stagnant or polluted? I've k'd over bloody water and never gotten anything out of the ordinary, just blood and water being listed as on the same tile.

6377
DF General Discussion / Re: IQ of DF gamers?
« on: July 06, 2009, 02:49:27 pm »
Sadly, last time I saw either of those was ~4 years ago, they're quite likely not even online anymore.
The endless IQ test was from thespark.com, which now redirects you to a sparknotes site.

I got 129, which is alright for an online test and considering I haven't sat down and done any maths for several years (I'm 24). I'm shocked at how long I needed to think about things that I would have worked out as quickly as 2+2 ten years ago.

6378
DF Modding / Re: is this actually possible?
« on: July 05, 2009, 11:43:57 am »
[PRODUCT:100:10:BAR:NO_SUBTYPE:POTASH:NONE]
[PRODUCT:100:10:BAR:NO_SUBTYPE:PEARLASH:NONE]

See the wiki's Material tokens page for which materials have varieties and which don't, since it's not always guessable.

6379
DF Gameplay Questions / Re: Can't channel water?
« on: July 05, 2009, 11:16:05 am »
This is probably a stupid question, but have you tried 'k' ing over the room with the floodgate? Rocks block the view of water, and your floors are thick with them.

Is there a round patch of obsidian anywhere on the surface? That's a dead giveaway. If not, there's a trick to finding underground features. Go down to an undug layer and see what the depot access is like. There will be one 48x48 block (or two, if you have a magma pool as well, though that's pretty unlikely) that doesn't flash inaccessible. The pipe is there. Dig from the surface down through the middle of the block until you find it.

If you find that to be a bit of an exploit, exploratory shafts every 50 tiles (starting 25 tiles away from the map edges -- they're never right on an edge and they're quite large) will work fine. Since your map is completely flat, the pipe's probably near the surface.

6380
DF Gameplay Questions / Re: modding blood
« on: July 05, 2009, 10:41:09 am »
If their masterpieces are decorative, you can't even do that. If you're really desperate you can look through gamelog.txt, but if you don't know that it's safe to destroy a masterpiece then it probably isn't.

6381
Sure just assign them to live in different Burrows.
Burrows haven't been implemented yet.

Do dwarves need to be off-duty for a certain period of time before the bad thought stops accumulating, or would taking them off-duty for a few ticks once a season (since the game announces season changes, it's a handy timer) be enough to keep the duty-related thoughts to a low hum?

6382
DF Gameplay Questions / Re: I drained my magma pipe...
« on: July 05, 2009, 10:13:52 am »
An obsidian what now? It must be some kind of obsidian farm if you're training miners with it, but I have no idea what a watt is in this context.

6383
DF Gameplay Questions / Re: HFS ore without the HFS? (Spoilers)
« on: July 03, 2009, 07:07:21 pm »
Adamantine is a [DEEP] metal, which makes it fortress-only.

6384
DF Gameplay Questions / Re: Does water drain off the side of the map?
« on: July 03, 2009, 06:59:20 pm »
Magma definitely won't run through edge fortifications. Not sure about the natural map edges.

6385
Life Advice / Re: I have terrible dreams all the time
« on: July 03, 2009, 03:22:11 pm »
there's another one that all sub-30 have that involves touching a tooth and feeling it's all weak and about to fall... It WILL fall.
I have never had a dream about my teeth, despite being slightly self-conscious about them (maybe I've had so many trips to the dentist that my subconscious feels it has nothing to add?). High tides are the recurring features in my most vivid and colourful dreams.

6386
DF Gameplay Questions / Re: Solved by pulling out their eyes.
« on: July 03, 2009, 02:38:31 pm »
'How to avoid being interrupted by random creatures'.

6387
DF Modding / Re: What do you think ( a tileset )?
« on: July 03, 2009, 02:05:38 pm »
Still can't think of a good tile for adamantine ore...thinking of one of the veined ones, but I feel it should be something unique so it really pops.  Suggestions?  There are plenty of tile slots left, so I can still add things.
The Pts tile (158) isn't used for anything in vanilla, though you might have to cut off a little of the curve of the P to make it properly strandlike.

Very nice work on the tileset, though I wouldn't use it myself for regular play (my laptop's old and doesn't support anything higher than 1024x768, and 64x48 is too few tiles for me). I'd still keep it around for screenshots though. The ballista especially is just plain gorgeous.

6388
DF Modding / Re: ASCII Dwarf Graphics
« on: July 02, 2009, 12:10:42 pm »
Ah yeah, I can see the % now that it's been pointed out. With the slight shading, it looks like one unit.

Sorry if the last post seemed a little snappy.

6389
Some planning beforehand could cover the bulk of the barracks area with an atom smasher, though you can't have it entirely covered because you can't build a bridge and a weapon/armor rack in the same square.
Just did a quick test and found that soldiers will initiate sparring sessions if you put a weapon rack in an alcove behind a statue. If you size the room before placing the statue, it won't act as a wall the way statues usually do.

Does building the weapon rack behind the raising end bridge not work?

6390
DF Gameplay Questions / Re: Brain is stuck - easy question
« on: July 01, 2009, 08:44:38 pm »
Succession?

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