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Messages - kotekzot

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946
Spoiler (click to show/hide)
here's the script i used. thinking about it now it was probably due to sticky keys. i'll have to mess around with that later.

947
This just in: Turning on partial print decreed to be modding. Players who don't want to mod the game plan to protest, but it may take a while, as they are proceeding at 6 fps.

I can sort of understand not wanting to turn the economy off or set zero rent, but it's just silly to say that setting an init option is modding the game.

Can you change partial print from in-game?  Or does it require editing a file?
if you imply that editing a file constitutes modding then half linux programs are operated through "modding". init.txt stores settings. whether you edit it through a graphical interface or not doesn't matter. editing raw files is modding. changing settings is not.

948
Spoiler (click to show/hide)
beautiful script-generated circle. i think it's saying "kill me".
guess i did something wrong.

949
...
apparently this is a map of many firsts.
my second dwarven caravan has 3 wagons and 2 pack mules.
Already bought 4 anvils from the first human caravan so if this caravan has the steel i special ordered i'll have steel crossbows/bolts to deal with those pesky imps soon.
...
And I need to start work on my pumps/water wheels.  Would be a shame to let the next elven caravan live.

But that begs the question, if I drown the eleven caravan will their stuff still be good to me when I drain the area?
as good as any elven stuff can be! unless you do it with magma.

950
DF Dwarf Mode Discussion / Re: Jail Time vs. Beatings
« on: March 25, 2009, 01:47:49 pm »
Ah, that goes away.  In my Urist Salvedangers story in the community games board the fortress of Blockedlance has been considered a death trap several times in its history.  Within the last two years Ive killed like 70-80 dwarves (on purpose), and yet I just got three migrant waves this year.  Go figure.
maybe, but that wasn't the case for me. i only had an occasional baby meatshield killed during a siege, but no more than 2 dwarves per year, and it still was considered a death trap for 5 years straight. then i got bored because i basically postponed losing indefinitely.

i should mention the map was evil, maybe that contributed to its infamy.

951
DF Dwarf Mode Discussion / Re: Jail Time vs. Beatings
« on: March 25, 2009, 11:47:40 am »
By far the best option is to remove the problem at the source. Next time the nobles go into their rooms, just lock the door and leave them there. No more nobles means no more mandates. No more mandates means you can't fail them. No failed mandates means no more beatings.
It's... finally over! They're really gone!

We're freeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
until the next year, that is.

also, killing 4 nobles that way (count, his consort, tax collector and the hammerer) finally made my fortress known as a cursed death-trap, so no more immigrants for me!

952
DF Gameplay Questions / Re: Weapon Traps
« on: March 25, 2009, 11:45:27 am »
There's nothing more awesome than smashing invaders with your giant balls of steel.

Spoiler (click to show/hide)
i am so naming my fortress 'balls of steel'.

953
DF Gameplay Questions / Re: armor sets
« on: March 25, 2009, 11:25:51 am »
i think 'the more the merrier' applies to armour. you could have 4 chain shirts and a plate mail on top, then a few capes.

954
DF Dwarf Mode Discussion / Re: Dragon killed with 1 steel bolt
« on: March 25, 2009, 10:44:50 am »
my arrows do bludgeoning damage. Its more or less the only way i can balance them.

HEADSHOT!

ARGH! Jesus Christ! That's gonna leave such a massive bruise. God....
stop playing with the toy crossbow urist mcson, you'll put somebody's eye out!

955
an artifact descriptions tells you who created it.

i admire your artistic talent and your endurance in sticking with such a complicated design. do want screenshots.

956
DF Dwarf Mode Discussion / Re: DF imagery
« on: March 25, 2009, 06:23:09 am »
the graphics are great!

957
How do I forbid certain areas on the ground?

I just had a dwarf caravan come and kill the GCS, so I reverted to an older save and made sure the caravan didnt kill it.

My reward? The first migrant wave of 8 dwarfs takes a path directly to the spider and 6 are killed, and the other 2 crawl back without legs... how to I forbid them from taking that route; or forbid the area around the web?
designations - set traffic area, set it to forbidden. note that it doesn't really forbid it, but they'll prefer any other realistic way. you can increase the cost of restricted areas in the init file.

958
DF Dwarf Mode Discussion / Re: How do YOU handle waterfalls?
« on: March 25, 2009, 06:09:17 am »
thank you, sneakey pete.

959
DF Dwarf Mode Discussion / Re: Post your goriest battlefields here.
« on: March 25, 2009, 01:22:03 am »
Heh, how do the elves react to the blood soaked trees?
write angsty poems, i would assume.

960
Gah, of course. I'd almost forgotten what it was like being unfamiliar with the mechanics of the game. I recall my most disastrous "fun" coming from my first attempt at a sewer system, before I realised that water could flow up. Needless to say, many dwarves became martyrs for science.
i wish there was some 'i told you i was hardcore mode'. like 'uh-oh, suddenly magma pipe starts erupting and flooding half your fortress, in your face, player!'. it's just too easy to make everything safe once you know what's up.

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