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Messages - Qwernt

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106
DF Dwarf Mode Discussion / Re: The perfect spot
« on: April 14, 2011, 11:22:03 pm »
There is only cheating in DF if you've agreed to follow some rules, as for a competition or in a community fortress.   :)

One of my original seven is in the hospital after an attack by a werewolf.  He is a miner and so was able to kill the beast.  He seems to be stuck at the step of getting a diagnosis, but at least my Chief Medical Dwarf is getting lots of skill in diagnoses.

While this was stalled because someone else had posted and I didn't realize it hadn't gone through, my wounded Dwarf finally got out of bed and started walking around as usual.  He's still infected, with a torn artery and nerve damage, but he's showing no pain and moving normally.  Weird.
 
Just wait til the next full moon, he should heal right up... wouldn't that be cool.

107
DF Dwarf Mode Discussion / Re: Surface mining Fortress project
« on: April 14, 2011, 11:53:28 am »
Currently strip mining a site that includes a 12 level waterfall on a 4 pronged river (river entry/exit on each side of the map - only one branch has the fall).

My plan is to take the whole thing down to the 3 branches of the river level, and pave over the river branch containing the water fall.  A giant tube of shooting water onto the map...
 

108
So, what are you producing your first year that has sieges early?  If you focus on just military equipment and don't worry about making everything posh, you shouldn't get stuff too early (assuming no mod).  Of course, one thing I do is limit the max number of dwarves to 30, which probably limits my first year exposure.

109
DF Dwarf Mode Discussion / Re: Have every dwarf wearing iron pants?
« on: April 08, 2011, 11:11:47 am »
I read somewhere that Mongolian warriors were "invincible" because they wore silk shirts underneath their armor. Apparently, this was all that was needed to stop arrows and bolts from penetrating too far in their skin. The way they explained it, the silk spun with the spinning bolts/arrows, wrapping them up quickly enough to lessen their momentum.

From my understanding, they still got poked but the silk wouldn't tear.  This allowed for quicker healing, not only was there less damage going in, there was less damage pulling the arrow out as well.

110
I have noticed that if you have a thirsty dwarf who is sleeping, but not wounded, people will bring them water by bucket.  Usually they get almost to the bed when the dwarf wakes up and then you have a full bucket of water sitting around.

111
DF Modding / Re: How can I turn Quarrybush Leaves into Dwarven Cigars?
« on: April 06, 2011, 10:14:56 pm »
Not a super value-add post, but...  why not chewing tobacco instead.  Sure, they "eat" it, but it could make a little sense.

112
DF Gameplay Questions / Re: Still Can Not Dig Pass Aquifers
« on: April 06, 2011, 01:42:26 am »
I only aquifer where there is either volcano or freezing temp.  So, I am either digging through obsidian or ice.  In the case of ice, you have have to make sure you get the walls up before the thaw.

(note, if you haven't done it with ice, just make a hole that lets outside freezing air touch the channel'ed aquifer water; presto instant wall - you need to channel a 5x5 if you want a 1x1 stairway as it will have a 3x3 wall around it)

113
DF Dwarf Mode Discussion / Re: A few more noob questions
« on: April 05, 2011, 01:42:42 pm »
I have actually had a fisherman catch things out of channeled out aquifers... In your case, I would build walls and ceiling over a part of the river.  Based on the images, it is a brook, not a river, and I didn't think scary things will come out of brooks (though I am sure someone will correct me).

114
DF Dwarf Mode Discussion / Re: Capybaras, the new terror
« on: March 31, 2011, 01:08:30 am »
I think I will take your capabara over the skeleton badgers I have been getting...  Spending 3 on dodge and 4 on Axe wasn't enough.  Got to make armor faster.

115
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 30, 2011, 01:06:31 am »
Uh, you know, rapidly switching between tiles. Toady joked in the devlog a few updates back that he hoped it wouldn't give people seizures. At a high FPS it very well might.
Not sure if this got answered. I have the same headache problem (and yes seizures run in the family).  I don't have the config handy, but there is an option to diversify the grasses, I believe disabling that is what fixed it for me.

116
DF Gameplay Questions / Re: Psycho farm animals
« on: March 28, 2011, 06:40:12 pm »
I find sheep don't seem to fight much, I have packed up to 10 in a fairly small area with no fighting.  Donkeys and horses on the other hand like their own space.

117
Can you find them if you use the search function?  I often can't trade food based items unless I search for them.

118
This question relates to  "Stopped underground theft announcements in hidden areas from being displayed" and spoilers, so spoiled...

Spoiler (click to show/hide)

119
DF Dwarf Mode Discussion / Re: Artifact gold mace?
« on: March 24, 2011, 01:02:06 pm »
Good or bad?

Beaksounded
-103200 monies
A gold mace
encircled with bands of goblin bone and sheep leather.
menaces with spikes of microline and rock crystal.
an image of a mountain in gold.
I imagine that as a gold mace with a wrapped in the bands of goblin bone and sheep leather, with the spikes being embedded in the head of the mace.
On the other hand, I could imagine:
"Hey Urist, I just had a great idea for a weapon"
"But Dumast, doesn't the spiked handle hurt?"
"No Urist, I think the blood will scare off those pointy ears!"

120
DF Dwarf Mode Discussion / Re: I just idea'd
« on: March 23, 2011, 12:22:58 pm »
Could bees be used as a thief finder?  I realize they won't kill them without modding, but would they be more likely to notice a theif than a single dog (which is often walked around)?

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