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Messages - ledgekindred

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781
DF Dwarf Mode Discussion / Foot rage
« on: August 24, 2010, 12:54:00 pm »
My soldiers won't wear two boots.  I have both a pair of leather boots and a pair of steel boots assigned to them in their equipment.  They just won't put two boots on.  I have plenty of boots.  And most of them won't put on left boots.  I have no idea.  It's some kind of weird dwarf religion thing maybe.  Like giving up "left boots" for some religious holiday.

Except now I have three pretty well trained dwarves lying down in the hospital with injured feet and complaining they can't stand anymore.  One of them broke his foot while fighting an unarmed target goblin ffs.

I wish crutch walking worked.  Two of them are hammerdwarves and I bet they could swing a mean crutch.

I suppose it might make more sense to wish they hadn't hurt their feet, or that they would just wear some damned boots, but it would be funny to see them beat a goblin with his crutch.

782
DF Dwarf Mode Discussion / Re: Military training pays off, apparently.
« on: August 24, 2010, 12:44:47 pm »
I've had a couple dwarves die from infection, but they don't seem to have much relation to which dwarves are listed as "susceptible to infection" versus the ones listed as "I~" for infection in the health status page.

So, either bugged or working, YMMV.

783
To the soldiers of Eagleorbs:

Please put two boots on.  We have many perfectly nice steel boots for you.  And look!  They will go on either foot!  I am wondering why you have not learned a lesson from your two fellow soldiers who now have injuries to their feet during that last puny ambush, and your other fellow who got his foot stomped on -- and broken -- by an unarmed "training goblin."  Perhaps this is some kind of hazing ritual, but please, please put shoes on when it's time to go fight. 

P.S.  Why do you all refuse to wear a left boot?

To the marksdwarves of Eagleorbs:

Frankly I'm mystified.  The only reason I can think of for you to not shoot at the goblins on the other side of the fortifications at which you are stationed is because you are laughing too hard at their panic over the fact that a quarter of their number got caged and another half got turned into goblinburger from our steel discs.  I note that you have your crossbows at hand and a quiver full of the lovely iron bolts we made for you, yet you seem content to stand around and chit-chat rather than take advantage of the perfectly good target practice running around in the front yard. 

P.S. I'm not sure if this is more or less annoying than when you use those iron bolts at the archery range, despite being told not to, and despite the fact that we have nearly a thousand wooden bolts within arms' reach of the archery targets.

To the entire military:
The eyeless lizard with the three stubby horns that keeps trying to shoot webs out of its cage is the plains titan Omus Resmath Oslukakusm and he shall be your next target practice subject.  I suggest you a) put shoes on and b) figure out which bit goes into the other bit to make your crossbow work.

Yrs.
Your Fortress Overlord Esq.

784
DF Dwarf Mode Discussion / Re: "The Blender"
« on: August 23, 2010, 12:24:52 pm »
The Goblin Grinder is my new favorite way of building goblin deathtraps:

http://www.bay12forums.com/smf/index.php?topic=62798.0

Use it with all kinds of other trap systems, but it's hands-off instead of having to work on timing with drawbridges.  Once the goblins go in, they can't get back out. 

I like to make a longish hallway that is always open at both ends but marked low traffic so dwarves don't try to use it. I leave a drawbridge down for the dwarves to go in and out, and raise it when a siege or ambush shows up.  I put the first hatch at the very beginning of the hallt, but leave the traps for further down the hall so a whole siege will enter (hopefully) before the first few hit the deathtraps.  I also like to put cage traps before the actual deathtraps so I can catch some for target practice later.  Then once the siege gets vaporized by the weapon traps and the rest turn around to try to leave, they can't get by the hatch on that end.  I have the first part of the hall carved with fortifications so I can station my marksdwarves outside the grinder and pick off the rest of the siege that don't continue to get vaporized by sawblades as they run back and forth trying to path their way out of the trap.


785
DF Gameplay Questions / Re: Remove a raised drawbridge?
« on: August 22, 2010, 06:09:28 pm »
Well that was weird.  I tunneled under it to see if I could get it to collapse and it didn't.  So I had a raised bridge floating in air.  What finally happened was I turned off burrow restrictions.  Because I was going through several ambushes, I had everyone confined to the inside and the front, walled-off area.  The bridge existed in the front yard burrow.  But nobody would touch it until I turned off burrows.  And then they went right to the place where the bridge would land when opened (opposite side of the part that makes the wall) and disassembled it. 

So for some reason nobody would touch it with burrows enabled, even though it was inside a burrow.  Strange.

Now I have a mess of channels and places I dug out all over the place where I was trying to get rid of it.

786
DF Gameplay Questions / Re: Remove a raised drawbridge?
« on: August 22, 2010, 04:14:50 pm »
Build another lever, connect the bridge to it, then pull the lever twice. The bridge will lower.

My engineers refuse to connect another lever to it.  That's kinda part of the problem.

787
DF Gameplay Questions / Remove a raised drawbridge?
« on: August 22, 2010, 03:23:35 pm »
I have a drawbridge at my fort's entrance that is in the up position and I sort of removed the linkage to the lever.  I've had it marked for removal for a while now and even giving a mason no other job than Masonry he seems content having no job than removing the bridge.  And engineers suspend any order to hook up another lever to it.

So I effectively now have a non-movable wall and have to redo my entrance in another location??

788
DF Modding / Re: A minimalist mod request
« on: August 21, 2010, 06:08:56 pm »
Not trying to derail this thread because I think it's a fascinating idea and I can't wait to see how it ends up.

But it's also made me think of the possibility of removing civilizations entirely and building off a more "Realistic" set of animals and just see what happens to populations over a few thousand years.  i.e. use the DF engine as a sort of basic alife simulator.

Then go into adventure mode and see what's happened.  Of course I'm not familiar enough with modding creatures to know if this would do anything at all, or if certain creatures are only "allowed" to live in certain zones and wouldn't actually be able to migrate across the map.  Or if predator/prey relationships are present at all.  Still, a neat idea.

789
DF Modding / Re: Catsplosion Syndrome.
« on: August 20, 2010, 09:14:58 pm »
I seem to have managed to come up with something at least approximating what I was looking for.  I wasn't able to figure out a way to make just the blood part have two syndromes that worked with both contact and inhalation.  I looked at the Iron Man template to see how the iron breath thing worked and wound up using an underneath tissue layer for the "explosion" part of the syndrome.

Spoiler (click to show/hide)

It's a bit OP, since it's inevitably fatal, but that's the idea really.  If I'm going to have to deal with catsplosion problems, then dammit, I want to see real catsplosions.  I may nerf it after playing with it for a while, but in arena mode it's been fun watching goblin hordes attacking a cat and getting caught in the blood spray and coughing up blood until they die of necrosis of the lungs while they bleed out from everywhere they get cat blood on them.

One thing I could use advice on is figuring out a decent method of getting the blood to evaporate so it doesn't wind up getting tracked everywhere and killing the entire fort.  I have it set to a low boiling point so that it should fairly quickly evaporate from the ground, but the spec heat low enough that it shouldn't immediately vaporize.  (I had to do the same thing with the gaseous explosion because for some reason some of it would occasionally pool up even though it's supposed to be a gas.)  If there's a better way to do it, I'd appreciate any advice.  I suspect this won't work at all in frozen environments.

Also if there's a good way to make the cat actually explode when bloodied, that would be awesome, but I think this is probably going to be the closest I can get.

790
DF Modding / Catsplosion Syndrome.
« on: August 20, 2010, 07:42:36 pm »
Here is what I am trying to accomplish.  I want to mod cats with a syndrome that does:

cat blood ebola: blood contact causes blistering, oozing and bleeding.

catsplosion lung: blood inhalation causes dizziness, nausea and necrosis of the lungs.

I can figure out how to get both syndromes into the cat, but I can't seem to get them both to operate at the same time. 

If I use blood type GAS, I can get inhalation but there doesn't appear to ever be contact.  If I use blood type LIQUID, even with a low boiling point, I can get contact but there never seems to be inhalation.  By tweaking the boiling point, spec heat and fixed temp I have been able to get blood that eventually evaporates but it never seems to actually turn to a gas that can be inhaled, it just disappears.   I can "cheat" by using the "enters blood" tag and then catching one seems to turn into the other automatically, but I'd rather have it be possible to get only one.

If anyone has any hints I could use some help. If this is even possible to make a liquid that can make contact and then evaporate into a gas that can be inhaled.  Or a gas that can be inhaled and then condense to form a liquid that can be contacted.




791
DF Modding / Re: Fun With (existing) Syndromes
« on: August 20, 2010, 05:02:56 pm »
As much as I hate resurrecting old threads this is the closest one to what I am searching for.

In a nutshell, I am going to try to make exploding cats that go off in a puff of poison gas.

Basically the exact thing as the first idea in the OP.

This is my first modding project but I've read through a lot of the wiki and the forums topics.  Any suggestions or hints would be appreciated.

792
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: August 20, 2010, 01:28:03 pm »
Not sure if this is the kind of thing you're talking about, but this is my favorite "I just want to set up something easy" locations I've found:

http://www.bay12forums.com/smf/index.php?topic=61330.0

About the only thing it doesn't have is sand.  Also I was wrong - it does have elves.

793
DF Dwarf Mode Discussion / Re: Stupid bones!!
« on: August 19, 2010, 12:32:06 pm »
I haven't seen any skeletons turn into bones yet either.  And I have two butcher shops up and running.  I had bones from a bunch of elephants, but the fort has been under constant siege for almost a year now so nobody has been able to go out and hunt and I've already killed everything I can inside. 

Nothing like butchering an elephant to see 53 bones dragged away to craft a ring.

aaaaaaand this is the reason I don't have any bones left.  It seems like everyone wants to put bones on their crap.  You really used a pile of 45 elephant bones to make a spear?  Really?  It doesn't even menace with any of those bones!  The description just says it's a "bone spear"!  And what dwarf in their right mind decides to put bones on a floor grate fer crying out loud? 

Well, ok, it's because none of them are in their right mind.  But you get the point...

794
DF Dwarf Mode Discussion / Stupid bones!!
« on: August 18, 2010, 05:34:11 pm »
This is my fifth dwarf who's gone bonkers for lack of bones.

There is a whole refuse pile of skeletons, why can't they use those?  I have currently fifty-four "partial skeletons" in the junk pile.  What's wrong with those?

Oh, right!  Those are skeletons and not bones.  Beats me how the hell I can have 54 skeletons with no bones.

Stupid bones.  Maybe the next dwarf can use your "partially rotten corpse" for their useless "Floor Grate" Artifact.

edit: Oh and I should mention I only have 50 dwarves in this fort so far.  That's 10% lost for bones.  grawww 

Maybe magma will make me feel better.

795
DF Gameplay Questions / Re: Multiplying sand
« on: August 18, 2010, 02:26:30 pm »
Personally i like it because it shows where the dorfs are all tromping about so i know where they might be if a siege hits

This is why I haven't bothered.  At least let them do it for a couple seasons so you can see the most likely way invaders will try to get into your fort (where all the grass has been trampled down) and trap the hell out of it.  Then turn off grass trampling. 

I also found that after a season or so of everyone working down in the caverns, everything had pretty much all grown back anyway, a lot faster than I had anticipated.

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