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Messages - E-mouse

Pages: [1] 2 3 ... 9
1
Get ye to the modding forum.

You can make whatever crazy attacks you want. Realism is optional.

2
DF Modding / Re: MOAR MEGABEASTZ!
« on: December 31, 2008, 11:38:07 am »
I have no good ideas, but I do want to see something that injects cheese.

3
After experimenting a tiny bit with setting fires and not seeing immediate consequences from hanging out in them for a little while, I decided to light the surroundings aflame before grinding Throwing with my first adventurer.

Somewhere amid the t-t-enter spam I burned to death.

This has got to be up there.

4
Not to mention the infamous "I CANNOT HEAR YOU OVER THE SOUND OF ME DRILLING HOLES IN ELVES"

5
DF Dwarf Mode Discussion / Re: to catch an eagle... a giant eagle!
« on: December 24, 2008, 02:21:35 am »
Don't they wander aimlessly unless something gets too close for comfort?

First wall yourself in well enough that you won't encounter them unless you want to. You can try making a roofed cage-trap corridor with a chained animal as bait, but I'm not sure how easily they'll take to that. Do eagles have to be KO'd in order to fall into a cage trap, or just pass over it on the same Z-level?

6
DF Dwarf Mode Discussion / Re: Mythbusters
« on: December 16, 2008, 11:17:26 pm »
1. it only allows aboveground plants.
2. no.
3. tested my above theory. building a roof over an aboveground farm still only allows aboveground plants.
4.only aboveground plants.

i confirmed this ages ago. building a farm plot underground, then channeling a single square and building a roof on top allows you to plant both underground and overground plants.

haven't tried constructing a room with a farm plot inside. might do that now.
So this bug only really kicks in when you build a plot completely underground at first, then channel out only part of the roof and cover it again without remaking the plot?

7
DF Modding / Re: add babysnatcher tag
« on: December 16, 2008, 11:10:35 pm »
Ah, I see. Pity, it sounded like it would be amusing.

Sorry for the presumption, the idea was like third-hand after hearing that disagreements over "babysnatching" were the main source of conflicts between dwarves and goblins.

8
DF Dwarf Mode Discussion / Re: Mythbusters
« on: December 16, 2008, 07:40:51 pm »
Hmm... some more variables about farm plot mechanics that come to mind:

* Farm plot creation time
* Changes to farm plot light availability/cover after creation
* Farm plot size overlap between aboveground and belowground

Examples:
- What if you construct an underground plot and then channel out all the area above it? Does it only allow aboveground, only allow belowground, or allow both?
- Does this change after you deconstruct the plot and remake it?
- What about constructing a floor over an existing aboveground plot? Making one entirely under a constructed floor?
- What if part of a multi-square farm plot is aboveground, and part of it is belowground? Can it plant both types of crops, or just one? If it can plant both, are only the aboveground plot squares used for aboveground crops and vice versa?

SCIENCE!

9
DF Modding / Re: add babysnatcher tag
« on: December 16, 2008, 07:29:53 pm »
On a tangental note, is babysnatching also part of civilization ethics? What if you give one both [BABY_SNATCHER] and (Babysnatching): Unthinkable? Do they just not babysnatch but have them available as a job, or only get angry when THEIR kids get snatched in a humorous display of hypocrisy?

10
DF Gameplay Questions / Re: Caged goblins - What now?
« on: December 16, 2008, 03:29:13 am »
naked goblin cage dancers
Oh Gobbo, your legacy will be with us forever.

11
DF Gameplay Questions / Re: Slow Wagon
« on: December 15, 2008, 03:05:55 pm »
So, the easiest way to set that up would be to have a depot walled in on three directions by the edge of the map, and channel out the edges of a 3-tile walkway towards it from the edge of the map with no other 3-tile entrance path?

12
DF Gameplay Questions / Re: Caged goblins - What now?
« on: December 15, 2008, 03:01:28 pm »
Isn't the stocks menu kind of tedious for that anyway? I just d->b->d on the cages' tiles then k->d the cage itself.

Then you just force them to fight your tame macaque army in the arena to the amusement of all.
Wait, wait, what does that do exactly? Dump all of the goblin's items?

... sweet, there's finally a convenient way to deal with goblin captives.

Does it also work if you designate their stuff to be melted?

I take it building a death tower and dropping goblins off it is the most convenient way to free up the cage itself... might as well dump it into the barracks to make absolutely sure they get slaughtered.

13
DF Gameplay Questions / Re: Slow Wagon
« on: December 15, 2008, 02:46:29 pm »
... if it comes from that map edge.

Do caravans still favor coming onto the map where a road has been built?

14
DF Dwarf Mode Discussion / Re: Just for laughs
« on: December 15, 2008, 02:39:23 pm »
Sounds like a new trap method for dealing with flying creatures.

15
DF General Discussion / Re: DF Frontend?
« on: December 14, 2008, 03:41:33 pm »
This would be incredibly convenient, whether as a startup frontend or a small "config" program to set init more easily.

Probably good to have an "advanced options" for the less-used, obscure, or bug-inviting options.

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