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Messages - Flaede

Pages: 1 ... 159 160 [161] 162 163 ... 199
2401
DF Modding / Re: I hope this goes here....
« on: September 09, 2009, 04:15:40 am »
I'm guessing a duplicate reaction name somewhere.

2402
DF Modding / Re: Will toady outsource more programming in the future?
« on: September 09, 2009, 04:06:32 am »
wow. that would have been useful when I decided to trap and breed every creature in the underground water features. The crocodiles were what I was after, of course.

2403
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: September 09, 2009, 03:11:22 am »
TOTALLY not true. My experiments punching through aquifers in a glacier fort most certainly proved otherwise. 1 tantrum spiral later and I finally got picks and mined out the 3 "encased" miners.

Sure they were dead, but their stuff and bones were there - including their picks.

2404
DF Modding / Re: GNOMEITE! (Metal Mechanisms)
« on: September 09, 2009, 03:08:59 am »
oop! thanks for the catch!
FIXED!

I originally thought 1 would be good, then checked the steel reactions and decided I shouldn't shortchange.

WHat makes metal mechanisms even better is you get to decide which metal to use. which means your mechanic (yes, the mechanic is the one who uses the forge to make them) makes magma safe mechanisms every time. No more stockpiling bauxite next to the workshop and hoping for the best.

Totally realistic, but the trouble is that any metal you mod to do this with will be stuck also able to make weapons, trap components, and siege engines out of. I'm not sure if anything else gets added.

2405
DF Modding / GNOMEITE! (Metal Mechanisms)
« on: September 08, 2009, 10:47:42 pm »
Metal Mechanisms are Totally Possible.
I was in shock when I noticed that for Adamantium, in the trap components list in the Forge,  Make Adamantium Mechanisms is listed. After some experimentation I discovered that this was tied to the [WEAPON] and [ANY_USE] tags. A side effect is the ability to make Siege Engine components (this is unavoidable) I looked around, and no one seems to have mentioned this. I missed this in the Wiki (if it is there). Was it too obvious? Is this something everyone but me already knew about?

At any rate, in case no one else has done this, I give you Gnome Iron, or Gnomeite for short:
Spoiler (click to show/hide)

I wanted it to be magma safe so I modeled the stuff on Iron (very rusty bauxite-coloured iron), and the reactions I use for it are a modified set of 'steel' reactions:
Spoiler (click to show/hide)


2406
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: September 08, 2009, 10:18:31 pm »
you can fill your quivers as well.

And if a miner is encased in ice they SO can be mined out... except for the fact that they took their pick with them and it is also enased in the same damned ice.

2407
DF Community Games & Stories / Re: Nist Akath. The Captain Deposed.
« on: September 06, 2009, 05:40:06 pm »
Nono. Not just side projects, it's a new Mood.
Bomrek Poncypants has become secretive.
Bomrek Poncypants has claimed a pocketknife.
Bomrek Poncypants is working furiously.
Bomrek Poncypants has created The Improbable Plot Hole of Apocalyptic Kittens, a bubblegum siege engine.
It menaces with paperclip spikes. It is adorned with hanging rubber bands. It has an engraving of The End Credits, in bubblegum. It has an engraving of The Villanous End Boss in toad leather.

it is valued at zero dwarfins.

2408
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: September 06, 2009, 03:32:27 pm »
captured children say they are "happy to be free" in their profile scren.

2409
DF Dwarf Mode Discussion / Keeping wild beasties from leaving
« on: September 06, 2009, 03:31:44 pm »
If you capture an animal, and tame it, then the wild ones start breeding. Especially if you have a male of the species tamed and loose.

Corrolary to this: if you capture a mother animal, its children will hang around the site of the trap. And, I believe, their children's children. I like to think they are "looking for mommy".

I think this is only the case if the mother is still alive. I do not know. the uncaptured flock finally died out, outbred by the captured ones.

NOTE: this is useful if you have a flock of something kept around your back entrance so that you know if there are ambushes hanging about there. Unlike pets, they usually aren't attacked by ambushers, just noticed.

PROBLEM: merchant mercenaries WILL kill them, however. Poor penguins.

Corrolary to the corrolary: children of YOURS that are kidnapped have a similar effect, whereby you can "view" their location and see... the spot they were captured. The game still thinks they are there: I do not see this as a bug. Why shouldn't they be remembered? You can now build a statue on the site as a memorial, or a trap, or whathaveyou.

Corrolary to the corrolary corrolary: captured children say they are "happy to be free" in their profile scren.

2410
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: September 06, 2009, 03:27:34 pm »
In dwarf mode:

Dead dwarves who are buried have one possesion listed: their grave.

Not if their spouse is still surviving. then they are often still listed as co-owners of their spouses stuff. Also: anything still in their tomb, if they have an actual tomb, is still listed as under their posession. Possible ramafications for the inevitable Necromancy development?

Can dead dorfs still vote in elections?

2411
DF Gameplay Questions / Re: "Growing" Kobold Bulbs
« on: August 06, 2009, 06:48:25 am »
I know this isn't all that helpful, but you may have done something to change the biome. Chopping down trees, paving/draining ponds.... I've heard these can affect things.

2412
DF Dwarf Mode Discussion / Re: Water Clock
« on: August 06, 2009, 06:39:44 am »
I seem to recall someone taking out some of the randomness by using single-square reservoirs and draining to the actual "clock mechansism" on the diagonal, because of water pressure not working at angles, or something like that.

wouldn't that produce a predictable flow of water? Then your "timing" wouldn't have to depend on the pump timing, just the water flow.

Also, If you add a bit of the Dwarfputer tech, you can use presure plates to mark timing, instead of it always having to be measured by how many pits filled.

Not that I've managed to set this up, my testing forts all died in horrible tantrum spirals.

2413
i'd rather see dwarves able to climb out of a full river or pond.  i'd also like to see nearby dwarves jump in to save a friend.

I innerly hope the second will be implemented before the first. For hilarious Justice.

The problem is, there would be a bug in which the rescuing dwarves instantly fall asleep.

Nono. Not fall asleep: Bomrek DumDum cancels climb: dangerous territory.

2414
DF Dwarf Mode Discussion / Re: What do you do in your first year?
« on: August 04, 2009, 03:01:29 am »
I subscribe to the paranoia model:
I dig a moat.
or take all the ramps off the side of a huge hill. 
basically I completely isolate my dwarves from all but flying creatures.

If flying creatures are an issue, I dig a hole, move everything into it, then buld a pillar underneath the entrance.

THen I set about doing all those "get a viable fort" things everyone else has mentioned.

2415
DF Dwarf Mode Discussion / Re: Dead Dwarves Own Stuff?
« on: August 04, 2009, 02:44:40 am »
Or a dead king coming back because you ransacked his tomb and gave all the furniture in it to the Mayor of Crumpetwarren.

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