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Messages - Assassinfox

Pages: 1 ... 20 21 [22] 23
316
DF Dwarf Mode Discussion / Re: The End of the (Family) Line
« on: November 26, 2008, 06:39:07 pm »
And if you talk to him, I'm sure he'll tell you all about his family's horrific deaths and won't care.

317
DF Modding / Re: Carp Fortress
« on: November 26, 2008, 05:52:17 pm »
They're too small to equip anything.  You need to either change the sizes on the equipment or add new "carp equipment".

318
DF Dwarf Mode Discussion / Re: Trade Depot Execution
« on: November 26, 2008, 02:32:02 pm »
I ended up moving my depot to where it won't have a room under it to collapse on.  Hopefully this will be a little more safe and a little less dwarfy.

319
DF Dwarf Mode Discussion / Re: Trade Depot Execution
« on: November 26, 2008, 01:05:01 pm »
I think I might go with the water idea.  Magma eliminates my supply of elf bone bolts and elf skull totems  :D

320
DF Dwarf Mode Discussion / Trade Depot Execution
« on: November 26, 2008, 11:51:19 am »
So, I built a platform hovering over my trade depot supported by a pillar linked to a lever in my mayor's office.  The elves came trading with a couple boxes of rope reed cloth and my obvious reaction to their pitiful offer was to pull the lever.  This resulted in the level below the depot also caving in and knocked out a couple of innocent dogs and dwarves, so my question is:

Is there a more efficient way?

321
DF Dwarf Mode Discussion / Re: Ironic dwarf names.....
« on: November 26, 2008, 11:48:41 am »
I bet that guy really wishes he'd been snatched by goblins and given a different name right now.

322
DF Gameplay Questions / Re: Swimming Dwarves
« on: November 24, 2008, 12:14:51 pm »
I've used Tweak to light my my dwarves' feet on fire and then douse them with water.  It puts the fire out, but they have this bizarre tendency to randomly reignite when you're not looking.

323
DF Modding / Mmmmmmmm... fluffy wambler smoothy...
« on: November 23, 2008, 11:36:49 pm »
So, I've noticed that food stockpiles have separate options for plant drinks and animal drinks, but there aren't any animal drinks listed.  Is it possible to mod those in, or is that something that hasn't been implemented yet?

324
DF Adventure Mode Discussion / Re: The ultimate fell mood
« on: November 23, 2008, 09:52:45 pm »
Stand next to them and press Shift + A.

325
DF Modding / Re: skull totems
« on: November 23, 2008, 02:09:43 am »
There are no reagents specified in this reaction.

I like getting something for nothing. >_>

[REAGENT:1:BONES:NO_SUBTYPE:BONE:ELF]

326
DF Modding / Re: skull totems
« on: November 23, 2008, 12:52:17 am »
You can mod in a smelter reaction to make blocks out of bones.

Spoiler (click to show/hide)

I built an entire fortress out of those things.  :D

You can build any constructions or buildings out of them, but the masonry workshop, for semi-obvious reasons, won't accept them.  I haven't tried anything with skulls, or making a statue, though.

327
DF Modding / Re: Sand
« on: November 22, 2008, 10:19:17 pm »
Why not just mod the smelter to spit out crystal rocks to make crystal glass?

328
DF Adventure Mode Discussion / You killed my father!... Meh
« on: November 22, 2008, 06:18:04 pm »
Has anyone else noticed that, apparently, people raised by goblins still keep in touch with their original family?  I went to a goblin fortress and had a conversation along these lines:

Me: Tell me about your family.
Elf: I had a grandmother named Elfy McElf.
Elf: She was killed by You in Stupidforest.
Me: Gee, this is awkward.

The only more bizarre part being that they were totally okay with me killing their relatives. o_O

330
DF Gameplay Questions / Re: Crossbow dwarves won't train
« on: November 20, 2008, 12:07:26 am »
If your military dwarves are so incompetant that they'd rather walk around with trousers in their hands than use the weapons you've ordered them to use, I think they all need a drink of magma.  Or to take a vacation in a chasm.  Or a huuuuuuuuuuuge drink of water.  Or maybe have the sky fall on them.

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