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Messages - Flaede

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601
an automat butcher uses chained wild animals, and drops their offspring from a great height. The butchers clean up the gibs.
If they go ker-splat in your meeting hall, then the civvies would witness it, right?

602
Forum Games and Roleplaying / Re: Elves of Amanereli - Paint adventure
« on: February 07, 2011, 10:48:15 pm »
The one referencing 8bit theater.

603
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 07, 2011, 10:47:39 pm »
Thanks. Will the road morph around placed statues like it does walls, trees, etc?

edit: I'd test this myself if my noble would manage her work orders. Organized, pfft...

No. Roadbuilding isn't as smart as farmbuilding, for some reason.

604
Build a floating cage (which is a bug abuse, sorta) or a pit made of hatches, so that you can instantly drop a lot of creatures a lot of Z very fast.  Get kittens (of course) into the pit, let them breed for a while, and then order your military to stand under the pit.  Open the hatches, rain of dying kittens, instant "doesn't really care about anything".

Or just set up a meeting hall ringed with butcher shops. Rig an autobutchermat above it.

605
Forum Games and Roleplaying / Re: Elves of Amanereli - Paint adventure
« on: February 07, 2011, 10:39:53 pm »
It isn't so much 8-Bit Theater stuff as it is similar to 8-Bit Theater stuff. And just out of curiosity, why're you voting against it?

EDIT: When answering, remember that this is Bay12. "Because it's stupid and/or insane" doesn't work here.

Because we had a perfectly good decent planned plan. This stupid unentertaining less entertaining one only came up because we got bored.

UNENTERTAINING!?!?!?!

[Araph cancels Life : Sulking]

fixed?

606
General Discussion / Re: Gunnerkrigg Court-Oh boy.
« on: February 07, 2011, 04:00:37 pm »
my prediction is that this story is also cyclical. Does cityface turn into a magpie?

OR EVEN BETTER - cityface discovers, after much trauma, that he is not in fact totally a dove, and is part magpie!

607
Forum Games and Roleplaying / Re: Elves of Amanereli - Paint adventure
« on: February 07, 2011, 03:57:16 pm »
It isn't so much 8-Bit Theater stuff as it is similar to 8-Bit Theater stuff. And just out of curiosity, why're you voting against it?

EDIT: When answering, remember that this is Bay12. "Because it's stupid and/or insane" doesn't work here.

Because we had a perfectly good decent planned plan. This stupid unentertaining one only came up because we got bored.

608
DF General Discussion / Re: Dwarven Survival Tips
« on: February 06, 2011, 04:55:47 am »
43. Despite the risk of minor injuries, I will pass through the danger room once in a while. The legendary dodger skill will come in handy when the tantrum spiral hits.

what? not without some armor. And don't forget the helmet!

609
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 06, 2011, 04:54:06 am »
Sorry. was trying to give advice on the "getting out" part.

Any time you discover a way to go down lower than your current cavern level, you'll get a message, even if the way down isn't readily apparent and you have to hunt around a bit for it.

The only advice I can give for getting lower other than "picking a direction and zig-zagging", is to cheat and mod in flying, at least for a bit. It lets you go down the steep drops and "you have found a deep hole" type situations where you can see the way down but it'll kill you.

610
Yeah, a couple meeting halls actually, one of them also designated as a statue garden. Some of them just prefer the great outdoors, it seems - I've seen them take a beer keg, march out the fort and halfway across the map with it, and sit down to take a drink. I think I read somewhere that dwarves on break/no job are fond of hanging out in places where they once got kills? That could be part of the problem - my former hunters are often among the "like to hang around outside" crowd. Doesn't explain them all, though..

I've seen similar behaviour with my military. When they go off duty, they seem to prefer to walk back to the location that they were last ordered to move to (when using kill/move orders). I countered this by ordering them back inside before canceling their orders.

If your guys aren't military, then something else is going on.

That's probably part of it. My hunters all got converted to marksmen when the former became too risky, I'll activate them briefly and try the inside stationing trick. Still, there are non-military dwarves doing it, too.. maybe recruiting them temporarily, stationing indoors, then deactivating them will also set that as their preferred "place to hang out on break." Well, anyway. I guess it's not practical to specifically eliminate every reason a dwarf might decide to head outside, I'm learning to rely completely on the brute force burrow/alert method.

Warning - idlers will still wander outside sometimes with the burrow alert method. They just wont take jobs out there.

611
DF General Discussion / Re: Dwarven Survival Tips
« on: February 06, 2011, 02:41:21 am »
42.  While I am at it, I will avoid rotting excretions of dead forgotten beasts like the Plague... because they probably carry the Plague.

Good tip. What about fresh excretions of living forgotten beasts?

612
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 06, 2011, 02:37:56 am »
If you're in a cavern layers one does anyone have any tips on how to either go back up to the cave entrance you came from or down to cavern layer two?

For some reason there isn't shit here but some giant cave spider webs (my adventurer was even completely undisturbed for 8 hours of sleeping), so it's pretty boring here.

Up - use the Q menu to find out roughly where you are.
If you have an exported map of your world (a pic can create at the end of worldgen or in legends mode), and you had "show caves" on in the worldgen, then use it to figure out where the closest cave is. (The only ones showing on that map will be ones that went down to the caverns, I think)

You can use these two resources to figure out where the closest cave access should be, and then get there.

Bonus tip: if you do get deeper, don't go anywhere near the gas bag things. Floaties. Them. Don't touch 'em. Early last year Toady had H1N1. If you get anywhere near the floaties, your adventurer will know Toady Of Last Year's pain.

613
DF General Discussion / Re: Dwarven Survival Tips
« on: February 05, 2011, 11:20:22 pm »
36 For that matter, I will not pick up cages with untamed things in them. ever. Nothing good will come of it.

37 I will learn to swim.

EDIT: 38 - If there is ever a fearsome beast tamed in my fortress and (foolishly) left free for adoption, it's mine.*

*cats need not apply.

614
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 05, 2011, 11:07:31 pm »
How names for oceans/continents/civilizations generated?

Randomly.
I think you can skew the probabilities of certain words by adding more of them to the language files.

If you use the same "name seed" for different worlds, you will often get similar named features in wildly different worlds.

615
Holy crap.  I have yet to encounter werewolves in-game, but I just spotted them while playing with legends viewer.  Are they always this crazy powerful?

Spoiler (click to show/hide)


Hey!The viewer works for you? How'd you manage that?

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