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Messages - Smew

Pages: 1 ... 75 76 [77] 78 79 ... 91
1141
To use your saves we're going to need any things you added into the raws, it looks like there's some reactions you've put in that vanilla doesn't have.

1142
Try google searching for the DFFD, at least I'm pretty sure that's what it's called.

1143
DF Gameplay Questions / Re: Human/Goblin ambush?
« on: April 12, 2009, 11:26:35 am »
Intruders with thief training are able to pick locks.  It's possible that a Goblin Babysnatcher picked the lock, and the humans came along and  used the unlocked hatch to enter your fortress.  I'd guess that it's bad luck, not a goblin/human alliance.
I thought the ai wouldn't path to/through locked doors and stuff.
As he said, Thieves and the like will lockpick or(maybe) bash down the door, it's also possible to lockpick/bash down doors in adventurer mode.
But from what the OP said, I don't think it was a thief, as he said the door didn't appear as the hatch didn't say it was claimed by an enemy(and it will if thieves go through them).

1144
DF Modding / Re: Memory.ini settings for 40d*?
« on: April 12, 2009, 09:56:04 am »
I'm having a problem.  whenever i copy a save from 40d11 to 40d, when i try to load it, i get an error  :  "Missing Reaction Definition", and DF closes.

Any info?

You've modded the game in some way in 40d11, but you haven't carried that mod to 40d as well.

1145
DF Gameplay Questions / Re: Human/Goblin ambush?
« on: April 12, 2009, 02:14:06 am »
Ambushes and sieges are able to be led by babysnatched children(after they grow older of course), I'm unsure as to the hatch ordeal though, was it locked, or was it only set to pet unpassable?

1146
DF Gameplay Questions / Re: Quality of the Water
« on: April 10, 2009, 03:46:17 pm »
Hah, well, can't be right all the time. :D

1147
DF Gameplay Questions / Re: Quality of the Water
« on: April 10, 2009, 03:24:47 pm »
Water doesn't have any quality, aside from salt and fresh-water.
Unless you mean aesthetically, then I prefer to smooth/engrave the walls and such while also clearing out the stone when I make water tunnels. :P

1148
Pouring water into your magma pipe is a bad idea, it'll just make obsidian.

Since it's a brook, you can just have the water make a roundabout trip, from the brook, to what you want to use it for, back to the brook, though with the farming this could be not so simple, not sure.

1149
DF Dwarf Mode Discussion / Re: Marksdwarves and Archery Targets
« on: April 10, 2009, 09:56:43 am »
A marksdwarf should keep a second tiny crossbow loaded with six toothpicks and tucked into the top of his high boot, for close-quarters combat and providing covering fire when his main weapon jams. 

Better yet, dwarves should just keep a sock launcher on their person at all times. :)

1150
DF Dwarf Mode Discussion / Re: Attacking
« on: April 10, 2009, 09:45:55 am »
Try linking those spike traps up to a lever, and then after you dump elves on them set them to go off and on and such. :D

1151
DF Dwarf Mode Discussion / Re: Attacking
« on: April 09, 2009, 11:35:01 pm »
Spike traps actually don't hurt people falling on them, surprisingly.

1152
I had some in an old fort, ended up modding the raws to make War Elephants! It was fun :D
I set cows as [trainable] and it didn't seem to do anything. Are there any other tags I need to add?
[trAINABLE] is all you need to add, once they are tame you can just tell the kennels to train a war dog, after choosing it the job will be "Train War Animal" :)

1153
DF Gameplay Questions / Re: Making a Persistent Goblin Fortress
« on: April 09, 2009, 08:25:34 pm »
Alright, dwarves will keep a fortress if there's a king there, right? Well, what about goblins?
Dwarves won't always keep it because of a king, sometimes they will all just mysteriously die(happened in one of my forts, it was weird.)
I would assume goblins would be mostly the same, they'll most likely stay if a king shows up, but hey, I've never played as them before.

1154
DF Gameplay Questions / Re: HFS question (beware spoilers)
« on: April 09, 2009, 11:45:34 am »
Spoiler (click to show/hide)

Fix'd.
Double Fix'd

1155
DF Gameplay Questions / Re: MY TREES ARE GONE
« on: April 09, 2009, 11:09:47 am »
They don't turn into logs when collapsed, you heard wrong, apparently.

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