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Messages - wierd

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18796
DF Dwarf Mode Discussion / Re: Dwarven Food IRL
« on: February 14, 2012, 05:44:50 pm »
Note to self..

Look up edible mushrooms with a high enough carbohydrate content for fermentation, to determine viability of "mushroom wine"...

Initial thoughts: mushrooms are nonphotosynthetic. They do not produce carbohydrates, other than pehaps cellulose. This is due to the parasitic nature of colonial fungi in general... some tree mushrooms, and some species of terrestrial mushrooms produce enzymes to decompose cellulose into more digestable monomers, such as lions mane shelf fungus, and the fungal colonies cultivated by termites.

Perhaps a properly cleaned and prepared mushroom sample can exploit the activity of these native enzymic compounds to decompose the mushroom cellulose prior to fermentation... further research required....

18797
DF Dwarf Mode Discussion / Re: Dwarven Food IRL
« on: February 14, 2012, 05:13:54 pm »
Masterful kitten roast, made from masterfully minced kitten meat, sauteed in masterfully minced mushrooms in masterfully brewed ale, slathered in masterfully minced goat cheese, stuffed in a prepared kitten intestine.

Served with ale.

18798
DF Dwarf Mode Discussion / Re: How to serve a necromancer.
« on: February 14, 2012, 04:45:34 pm »
This bodes well for my planned necropolis!

I intend to have 3 large towers stuffed full of bodies, all connected to wach other via a long, winding walkway.  At the top of the final tower, I shall place a caged necromancer. His cage will be linked to THE LEVER.

I intend this to be both a megaproject, *and* an adventure mode challenge. (And a fortress reclaim challenge if anyone feels daring.)

The idea is that once all the towers are completely stuffed with dead bodies like a macabre pinata I shall pull the lever, damning the world to the zombie apocholypse. I do intend to cheat during construction. The fun is not in the building of the project, but in the fully legit challenge of defeating dwarf racoon city. :)

I should get started really soon.

18799
DF Dwarf Mode Discussion / Re: How to serve a necromancer.
« on: February 14, 2012, 02:27:37 pm »
Excellent!

How far away was the necro's tower? I must know! The future of my necropolis megaproject demands it!

18800
DF Dwarf Mode Discussion / Re: So, what are we calling the new version?
« on: February 14, 2012, 06:34:10 am »
VD doesn't sound Dwarven enough.  I would go with Dwarf Fortress:  Valentine's Day Massacre.

You know, because of all the zombies.  Zombie chops off your hand, you chop off zombie's head.  Then your own hand becomes zombified and strangles you.

Fun times.

Call me overly nerdy all you want, but to me "DF:VDM" says "Dwarf Fortress:Virtual Dwarf Machine", not "Dwarf Fortress:Valentine's Day Massacre."

Personally, I'm voting for "other."  Not a single mention of the zombie apochalypse that this release promises to be. For shame. It should be:

DF2012 : Dawn of the Dead

18801
DF Dwarf Mode Discussion / Re: well.. no mega project for me...
« on: February 14, 2012, 01:09:56 am »
I had to. (Thumbdrive I carry around)

Without it turned on, it corrupts by taking too long to save. 

So, armok's will be done. Whipsack is sacked. (And the whole world with it!)


I'm used to this actually. I've lost several attempted megaprojects this way.  Perhaps someday I will be able to finish one!

(Though, most of my "normal" forts could be considered mega projects, judging by the sizes of fort I frequently see posted. I have a high end cad workstation at work, and an i7 at home, so I always embark with a huge embark, and make a really big fort. This one would have completely covered a max size embark.)

18802
DF Dwarf Mode Discussion / well.. no mega project for me...
« on: February 14, 2012, 01:02:11 am »
While building the magma conduit network, I ran into an aquifer. "Fine" I say, "I know how to deal with these!".. so I save before attempting anything stupid.

I try to load my save.... savegame is corrupted.

So. No megaprojct for me until the next release.


18803
DF Dwarf Mode Discussion / Re: satisfying furniture demands
« on: February 13, 2012, 10:47:11 pm »
So, if I were to destroy the door in the doorway, and resize the room so that the room's floor stuck out into the doorway, then rebuilt the door, it would register?


18804
DF Dwarf Mode Discussion / Re: satisfying furniture demands
« on: February 13, 2012, 10:41:19 pm »
Ok.. apparently he is happy with a door to nowhere stuck to the side of his office.

Is this a known bug? He effectively has 2 electrum doors now... (I didn't get it in fast enough to avoid the bad thought, but at least he didn't go ballistic.)


18805
DF Dwarf Mode Discussion / satisfying furniture demands
« on: February 13, 2012, 10:35:50 pm »
I have a mayor who has managed to remain elected for 3 terms now. I think he's the dwarf version of senato kennedy...

Regardless, he popped off a demand for an electrum door on his office.  I built him one. He does not acknowledge that it has been built.

How do I get him to accept that his demand has in fact been satisfied before he goes apeshit?

18806
The stars were right, and the great old ones broke through. It's inevitable. These things happen.

Just rejoice in killing and being killed like fate demands, and all will be well! :)

18807
I too set it very young. It makes for more and better embark points, because civ creation/expansion at world gen will pick "ideally suited" ones for other civs as they expand.

What I think would be neat, is if toady gets bridges going properly at worldgen in the next release, would be for an "island chain" worldmap, where the civs are still connected by trade routes, but still sufficiently isolated to be safe from evil sieges.

Such a world would be safe to gen for extended periods.

18808
DF Dwarf Mode Discussion / Re: Opinions on DFhack?
« on: February 13, 2012, 09:34:18 pm »
I miss some of the options in dfcompanion from the 40d era. Yes. It was the swissarmy knife of cheating.  It also had "single tile" memory poke/edit capabilities, which were ever so useful for "undigging" an accidentally dug square, and for checking the temperature of a tile, among other things.  It wasn't so useful for undigging metals or gems, because it was a single tile editor. (You would spend hours undigging and redigging a vein or cluster to get any value from it.)

(It was also amusing to change an irritating noble into an animal so they couldn't issue mandates, or to turn female dwarves into animals so that their husbands would have animals listed as children. I am still surprised the game didn't crash when I was goofing around with that. The same-sex marriages were funny too. My sister and I had lots of fun with dfcompanion.)

Never tried dfhack, but from what I read it lacks those two functions.


18809
DF Dwarf Mode Discussion / Re: Beekeeper logic: Applications
« on: February 12, 2012, 03:01:37 pm »
The obvious application is for a fully automated "URIST" (Universal Remote Infrastructure State Toggler).  Rather than having "mcNoble" pull levers all the time, you can simply set him an impossible task within his luxurious crystal glass palace adorned in slade and candy instead! He will keep trying until he exhausts himself, take a nap, then start all over again.

Do you want drawbridges and floodgates to rapidly open and close in your ultradwarfy walk of doom, such that it is deadly even to you own dwarves? Beekeeper McNoble to the rescue!

Do you want a pseudo random firing sequence for your high powered orbital water/magma cannon battery, that *wont* eat nearly as much fps as a fluid logic controller, but still keep the automation? Beekeeper McNoble is your dwarf!

Do you simply want to automate a "safe" atom smasher? (Alternatively, an automated drawbridge catapult?) Beekeeper McNoble rides again!

Simply keep Beekeeper McNoble busy so he won't make any friends, and won't cause a tantrum spiral when he meets an unfortunate accident for demanding a slade bed in his room? Beekee...wait.... that's not right..... (imaginary hives inc does not encourage nor condone the political assasination of any dwarven nobility. This message brought to you by BeekeeperREPEATER. The mechanical logic source that doesn't eat your fps like it was a plump helmet.)


18810
That'll be -hundreds- of more stone blocks! And more mining! And another year of production!

...You guys are the worst nobles ;-;.

Nullnostalgia cancels Construct Castle; interrupted by Hammerer.

Mere hundreds?  I have over 100 THOUSAND green glass blocks allocated in my current megaproject... it is not anyplace near finished yet. (Greenglass is awesome because all you need is magma, sand, and some bags.)

Surely you can handle a few hundred stone blocks. :)

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