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Messages - Sphalerite

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6811
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 05, 2009, 07:10:18 pm »
In my experience, ten masterwork green glass serrated sawblades in a weapon trap will shred most non-megabeast creatures in one hit.  Quantity and masterwork status make up for the 50% material penalty, and if you have sand and magma there's nothing to stop you from churning them out endlessly.

6812
That sounds cool, I'd really like to see it.  Have you loaded it up to the DF Map Archive?
Sorry, that fort was abandoned months ago.  This is a bit of a zombie thread.

6813
DF Bug Reports / Re: save while falling
« on: December 04, 2009, 10:49:43 pm »
I was able to reproduce this today with an orc flung by a retracting bridge.  Saving while the orc was airborne left me with a stuck orc when I reloaded.  I tried this with a dozen or so orcs and only one became stuck, so there's some other factor deciding when it happens.

6814
Not a bug then, just behavior I didn't know about.  Locking the topic.

6815
On further testing:

Window is only destroyed when 1 or 2 squares from cave crocodile.  Window 3 squares from crocodile is untouched.  Building a wall between the crocodile and the window prevents destruction, but removing the wall allows the window to be destroyed.

Therefore it appears that tame chained cave crocodiles can destroy windows up to 2 tiles away from their actual location.  Is this intended behavior?

6816
I have a 5X5 tomb for one of my nobles.  It has, among other things, two tame cave crocodiles on golden chains.  These crocodiles are chained in the center of the room where they can't reach the walls of the room or any of the previously constructed furniture.

The noble who owns the tomb has demanded "Clear glass window in tomb".  I made the glass window, but when I try to place it in the tomb as soon as a dwarf reaches the construction site I get the message "Glass Window destroyed by Stray Cave Crocodile (Tame)" and the job is canceled.  Note that the window is being built in a place where the crocodile can reach neither the window nor the dwarf constructing it.  The crocodiles are tame and don't interrupt jobs by scaring dwarves.  They are building destroyers, but a building destroyer should only be able to destroy a building it can actually reach.  And yet here a crocodile is consistently destroying a building 2 squares away from it, before that building is even finished being built.

The only mod I have on this fortress is Dig Deeper.  The crocodile in question is tame, although it shows as 'hostile' on the unit list.  (tamed exotic animals showing as hostile is a known bug and not what I'm reporting here)  Save file can be supplied on request.

6817
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: December 03, 2009, 04:05:08 pm »
I am considering building a mist generator in my bedroom, as soon as I can figure out the perpetual motion machine.

I have been looking at the front walkway and considering smoothing it.  The dwarves make it look so easy.

6818
DF Dwarf Mode Discussion / Re: Trick for lazy embarking.
« on: December 03, 2009, 04:03:05 pm »
I've done something similar on several forts.  Designate the ground under the staring wagon as ramps after deconstructing the wagon.  That will cause all of your starting gear to fall one level.  Then build a floor over that area, sealing everything underground, and then build/dig out from there.

6819
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: December 02, 2009, 09:51:34 am »
I tried out a mod that was supposed to make dwarves explode on death and set nearby creatures and objects on fire.  It didn't work out as expected - instead of burning, dead dwarves would release some kind of super-cold boiling gas that caused adjacent creatures to freeze to death.  Still an amusing mod.  Lost that fortress after a baby caught an arrow, died, killing the mother and half my military.  Then a sparring accident stated a chain reaction that killed most of the remaining competent champions.  Fun times.

More recently, I created Tentacle Demon Fortress.  With gremlin slaves purchasable as equipment on embark.  Amusing but somewhat disturbing.  Odd thing is that none of the tentacle demons like each other - despite having plenty of free time to hang out in the communal meeting hall, none of them have made any friends or gained any ranks in social skills.

6820
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: December 02, 2009, 09:14:52 am »
Babies don't fall through grates or bars, but children are a different size than adults, so in theory you could build some sort of sorting mechanism using pressure plates and hatches or doors.

6821
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 01, 2009, 03:48:01 pm »
I'm going to have to add a vote against Deon's female dwarves as well.  Those are the first thing I've seen in this visualizer that would make it an absolute no-go for me to use Stonesense if they were included.  At the very least lose the lipstick.

6822
DF Gameplay Questions / Re: fish
« on: December 01, 2009, 09:35:24 am »
Any thoughts on why the dead horse did not get butchered (the corpse was in doors).  (it may have been a pet (can dead pets be butchered?))
Tame animals can't be butchered.  Tame animals that aren't pets can be slaughtered, but tame animals that die from any means other than being deliberately slaughtered by a dwarf at a butcher's shop can't be butchered.  Wild animals can be butchered, no matter how they die, so long as your dwarves can reach their corpse and place it on a refuse pile.  You may have to turn on the order for dwarves to gather refuse from outside and dig ramps so they can reach air-drowned carp, but they will butcher them.

6823
DF Gameplay Questions / Re: Creature stuck in midair.
« on: November 30, 2009, 09:07:25 pm »
No.  Airborne creatures are immune to cave-ins, magma, or anything else.  As far as I know Dwarf Companion is the only way to unstick him.

6824
DF Gameplay Questions / Re: Creature stuck in midair.
« on: November 30, 2009, 09:04:17 pm »
Creatures airborne are in stasis and can't be affected in any way.  You need Dwarf Companion to get him unstuck.  Deselect the 'projectile' bit.

6825
DF Bug Reports / Re: [40d16] Corpse parts fall thru floors
« on: November 30, 2009, 12:59:03 pm »
As an added thing to check, flying animal fragments can pass through fortifications.

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