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Messages - CobaltKobold

Pages: 1 ... 207 208 [209] 210 211 ... 224
3121
Looks good, I like the style, but: Hoard is of treasure. Horde is of creatures.

That said, the furnace operator/herbalist likes getting useful things from the earth one way or another. Nebélinrus. (Pity we can't tweak prefs, or she'd like Cobaltite, Cinnabar...) Perhaps somewhat-crazed with the substance, and kobold bulbs, and will probably want to process them into the Gnomeblight, convinced it'll solve the problems one way or another...

If she's still alive, and that's feasible.

3122
DF Dwarf Mode Discussion / Re: Where are the peasants?
« on: January 21, 2009, 06:47:05 am »
Additionally, prior experience points interfere with gaming strange-moods.

3123
DF Gameplay Questions / Re: placing iron spikes into rooms
« on: January 21, 2009, 06:32:05 am »
Spike traps're the safest kind, they do nothing without your say-so.

3124
DF Gameplay Questions / Re: Megabeast on starting location
« on: January 21, 2009, 06:31:22 am »
Would that be because they're marked friendly?

Shouldn't you still be able to by, say, using a knockout-dust setup?

3125
DF Gameplay Questions / Re: Filling a tower with water.
« on: January 21, 2009, 06:24:02 am »
While a sensible idea, water displacement isn't in-game yet, afaik. And probably won't be due to the fact that each square can hold an infinite amount of...anything but magma, water, or buildings.

But yeah, stacked pumps. Each screw pump moves water up from the le'el below.

3126
DF Dwarf Mode Discussion / Re: Goblin tower ruins are AWESOME.
« on: January 21, 2009, 06:09:43 am »
the sign for micro ("μ")
aka the lowercase letter mu

3127
DF Dwarf Mode Discussion / Re: Spoiling your First Seven (vs. Nobles)
« on: January 21, 2009, 06:08:40 am »
All legendaries are immune to economics.
...which brings the quaint thought:

The Wizard Adam Smith casts Invisible Hand!
The spell glances off Kivish, Legendary Miner!

3128
DF Dwarf Mode Discussion / Dwarven Crazy Riches- Decoration^N?
« on: January 21, 2009, 06:00:44 am »
Making something (probably a stack of titan or dragonbone bolts to get maximum mileage this 'ersion) decorated with e'ery single thing possible in highest qualities, all masterwork if you can pull it off. (You ob'iously need to ha'e sand and adamantine to get the true full list, perhaps some varied trading partners to get all the critters for bone/leather...)

Should beat out those adamantine platemails menacing with adamantine spikes, etc. by a long shot.

And boy would the fort go crazy if you chasmed the ☼(^N)<☼titan bone bolts(100)☼>☼, since many professions did things to it.

Lessee...all metals, all gems, all glasses, all bones, shells...
add all leathers and the 3 cloths if you picked a clothing item instead, would ha'e a more impressi'e description though much less 'alue...unless the description screen is already filled with menacing spikes. (...Put a lever and link it to a description screen to impale admirers?)

Anyone done this sort of thing before?

3129
DF Suggestions / Re: Basic Bouyancy.
« on: January 21, 2009, 05:50:35 am »
Densities're already there for it, at least.

Glumprong will sink. I don't think we ha'e pumice to float. But bytype is the wrong way since we do already ha'e raw density which'll suffice for e'erything.

3130
DF Suggestions / Re: Stop plant-trampling the easy way!
« on: January 21, 2009, 05:48:11 am »
Maybe make it higher than 5, just in case you get a really badly organized map and that 5 wouldn't change the pathing. But, yeah, I like it.
Just changing from normal (2) to low(5) is enough to di'ert unless you ha'e to do a seriously circuitous:
Code: [Select]
22*
252
*22
Bottom left to top right would be 6 length if no low-traffic. Di'erting by one square is 8-cost, and walking o'er is 9-cost.

...Actually, I think that if this is your test case, your costs would want to be 1, 3, 7, 15, as that's the minimum that forces di'ersion in each case. (But there're naturally other things you want to a'oid with much larger cases, like that magma channel.) hmm....

And actually, with the water system, does not trampling anything at all get anyone else problems getting trees to complete?

3131
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 05:39:57 am »
Before you get into odd buoyant-in-air sorts, I'd like to see buoyancy in water so you can disconnect mr. Pirate Ship. Or, at least, make things that seem to flout gra'ity while merely using their buoyancy to reduce structural-support necessities.

 Y'know, with things like the proper sorts of rock, and some woods. After all, we DO ha'e the density of all these things...so Glumprong'll sink(1200kg/m3)>water's 1000kg/m3), and Feather Tree won't(100kg/m3<1000kg/m3), for instance.

...short lookup air has a density of just a little o'er 1.2 kg/m^3, so only things with net density 0 or 1 in raws will fly, using that off-the-cuff 'alue. But of course, PV = nRT, so it'll 'ary a bit depending on pressure.

Eagleon: Mana e'oke thoughts of phlogiston?

3132
DF General Discussion / Re: The NEW Future of the Fortress
« on: January 21, 2009, 05:27:51 am »
I think what they're trying to say is that you {Footkerchief, Aqizzar} are (both) so firmly grounded/stable/sensible that you might as well be HFS.

And, well, he did say his sleep schedule got knocked about.

3133
Curses / Re: Wanted spelled or mistyped: What
« on: January 19, 2009, 11:46:15 pm »
5 seconds, from when you locate this message in the code, which can be easy...or can be not easy.

3134
I know at least one of the For Dummies books started off with a "Goodbye, cruel world" program, back in the day...

3135
Hair is good, continue.

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