Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DennyTom

Pages: 1 ... 44 45 [46] 47 48 ... 53
676
DF Bug Reports / Re: [40d9] Adamantine Doesn't Attract King
« on: February 12, 2009, 03:47:17 am »
may be a bug - have you tried checking legends for info about your civilization history?

In your place I would be happy as hell I do not have to take care of King ;D. His demands are ... big.

677
DF Suggestions / Re: Future weapons
« on: February 12, 2009, 03:39:37 am »
on other side - having rust in wound is nasty

678
DF General Discussion / Re: Dwarf Fortress the metal album
« on: February 11, 2009, 06:48:38 pm »
There is running discusion about something similar in mod section. You should post this there.

Personally I can not wait when somebody finish some song about DF.

679
DF Suggestions / Re: Off-map mining camps/outposts
« on: February 11, 2009, 04:12:20 pm »
I don't think some materials like aluminum and adamantine should be available in this manner.

I dare to disagree. I hate when I do not have access to some features. This would make logical and chalenging option how to get all possible rescources. I would love to have several fortresses dedicated only to exporting one resource and one huge fortress with chasm, botomles pit, etc, etc - all the fun stuff (not necessarily hidden) on awesome location (but without trees and flux for example).

680
DF Dwarf Mode Discussion / Re: Megaproject idea- The dwarven hourglass
« on: February 11, 2009, 04:04:51 pm »
If you want to measure the time, make it somehow that it drops a rock down. When you want to check it out how many times the stuff has gone up, just look at pile of stones and count 'em

This can be easily done with 1x1 bridges. And when you build them next to each other, you will not even to count them, you would see exact number immidiately. And it is also easily resetable - just haul thouse stones on bridges again.

Code: [Select]
###########
#_#_#_#_#_#
#O#O#O#O#O#
#+#+#+#+#+#
#+#+#+#+#+#

# - stone
O - doors
+ - floor

Under this would be hallway. Walls and doors would force stones on bridges fall directly down and not scatter around.

Only thing you would need to is to make sure every time only one bridge gets retreat. Personaly I would make one pressure plate on top of clocks that would control all bridges and pressure plates under bridges that would lock/unlock doors in front of bridges.

This should work and needs only little work and almost no thinking.

681
I imagine them as maniacal mechanical geniuses bent on bending the entire world to their will.
...
Well SOME of them anyway. The others I imagine as more of a "ostrich" look. (Sticking their heads into the sand?)

And of course, they all hate trees, elves, and loooooooooooooooooooooove beer any kind of booze.

those tech geniuses are gnomes ...

I prefer that Celtic Warhamer dwarves. Especialy because of that habit of decorating with menacing spikes, hanging rings and both abstract pictures and historical sceneries.

682
DF Community Games & Stories / Re: Community Fortress: The Star-ship
« on: February 11, 2009, 08:25:07 am »
actually, he made a $3600 Turtle shell mask... that control's peoples minds, obviously.

Log 207

Actual chess statistics:
no changes until last log

*********************
Recent confrotations:
Dave: none
plants: regular basis
Xeno: see appendix G
Von Braun: see appendix H

*********************
Appendix G
*statement - informative* Dwa... entity named Xeno joined our group.
*statement - confusion* Everytime we meet at hall his look changes.
*assuption - suspicious* He does not trust me.

*********************
Appendix H
*statement - informative* My attemts to improve my chess algorithms failed.
*statement - explanation* All dwarves willing to play with me are dead.
*emotion - sad* Dead.
*statement - surprise* All living dwarves are not willing to play with me.
*assuption - unfounded* They are scared of loosing.
*statement - informative* I decided to create mask of learning. The mask would learn its wearer basics and advanced tactics of chess game.
*statement - confusion* After obtaining all necessary materials and claiming a workshop everybody became suspicious. Von Braun forbided me freedom of movement and stationed guards around me.
*emotion - joy* I succeded! Mask is completed.
*confusion - extreme* Dwarves immidiately took mask, gave it strange name and it is now hidden in bin with other masks, crafts and toys for traders. Nobody wants to touch it.
*statement - disapointed* My plan to learn dwarves chess has failed.
*error - unknown emotion?* AAAAARG!

683
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: February 10, 2009, 10:16:31 pm »
... I have not slept the third night and I am sleeping after lunch instead.

684
DF Dwarf Mode Discussion / Re: Pet Population Control Measures
« on: February 10, 2009, 10:14:11 pm »
The DOWNSIDE is that corpse cleanup and item retrieval can kill off dwarfs you didn't want to lose.Which admittedly can un-pet pets.

Can be easily avoided by placing door on the other side of hallway and locking them after Urist McTooMuchPets walks through them.

685
Something probably got in the way and forced one of the musk ox to lie down. So it's now literally crawling to your depot. I've seen it happen before. Sometimes they forget to get back up.

That is possible? I thought that wagon is one creature as whole thing and musks, horses are only camouflage. What if one of those two died? Would that stop wagon? Or what if gobbos shot one of that animals and it got unconscious? Would whole wagon stop or would the other animal drag the whole thing?

686
DF Gameplay Questions / Re: Bauxit bridge and Created obsidian
« on: February 10, 2009, 08:17:48 pm »
I am more interested in another thing:

When the bridge AND the surrounding is covered with obsidian and you retract the bridge, do you get cave-in or no (because the obsidian holds by the obsidian that was not on the bridge)?

Also, when constructed like this:

Code: [Select]
##########
#.....####
#.###.####
#.###.....
#.##o__###
#.##o__###
#.###.....
#.###.####
#.....####
##########

# - floor
. - open space
_ - bridge with obsidian
o - where bridge retracts

everything covered with obsidian

Would retracting of bridge mean cave-in of that 3x4 platform? Would this work with or without the atomic smasher effect?

687
DF Dwarf Mode Discussion / Re: Firekeeping
« on: February 10, 2009, 08:01:10 pm »
Holy moly, imps can be dangerous!

Ok - my experiments so far - burning equipement and furniture is not worth it - corpses can supply fire longer.

Will have to build the whole thing again, i made no saves :(

Also smoke spreads weird (or is it weirdly?). When you have large room, it will not raise only spread on same z-level as the source is. I do not know if 1x1 holes - chimneys - would work, but what definitely works are stairways. Stairways transport smoke (AND MIASMA) between z-levels very well (even one z-level down).

688
DF General Discussion / Re: Post your fotress!
« on: February 10, 2009, 11:43:46 am »
Certainly feel free to, no need to ask.

Also, the link to my map on DFMA is in my post, let me know though if that doesn't work.

Oh - I was so blinded with awesomnes, I did not notice

689
DF Dwarf Mode Discussion / Re: Firekeeping
« on: February 10, 2009, 09:32:26 am »
Your geting "Horrible" And "Fun" Mixed up again inaluct.

But these are turtles!  Surely you can see the problem not being able to fulfill demands for shells to cover an artifact weapon will bring!

I do not think that is the problem - catching turtles is easy.

------------------

Thank you for suggestions, I will start new nano fort in magma pipe and make some experiments

690
DF Dwarf Mode Discussion / Firekeeping
« on: February 09, 2009, 10:35:38 pm »
I would like to build stylish entrance for my new fort. Dragon head would be nice. There is a small problem - it demands smoke coming from its nostrils.

I have idea.

Awesome sideview:
Code: [Select]
  $  <--- smoke coming out
  $
## ########
## #_       <--- debris goes here
## # ######
## # # X X  <--- magma goes here
## # # ####
## fire ###
###########

# - stone
_ - bridge with dump
X - floodgate

Would this work? If I make HUGE pile of flamable things and set them on fire with magma, will it burn for long time or they will be gone as fast as if there was just one sock?

Pages: 1 ... 44 45 [46] 47 48 ... 53