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Messages - Smew

Pages: 1 ... 76 77 [78] 79 80 ... 91
1156
DF Dwarf Mode Discussion / Re: Fort Comment Thread.
« on: April 09, 2009, 09:23:44 am »
I keep hearing about "Civ Forge". What is it? Also what tileset is this, I keep seeing it.
Civ forge is a mod, look for it in the modding section, and, that's Maydays tileset and graphics set, it seems.

1157
The walls inside his fortress, you know. :P

1158
No problemo, man. :D

1159
DF Gameplay Questions / Re: Can demons drown?
« on: April 09, 2009, 12:15:10 am »
Spirit of Fire
Immune to fire and magma, can fly, causes everything to go down in a fiery blaze. Cannot swim, but does evaporate all water that dares come near it.
So dropping a Spirit of Fire through a grate (and closing it afterwards) and putting water into his hole would make a sweet vapor cloud? I might just test this, sounds sweet.
Prepare for fun, he can still shoot fireballs.

1160
...and this is a great improvement from the casual gaming that I used to do at Kongregate.com.

Re: sand. Unless sand can be discovered underground, there is no sand on the tutorial map. Believe me, when every single one of your nobles mentions that he LOVES windows, it'll encourage you to look for sand.

I am tired of having my game paused and concentration interrupted when the miners find Olivine... there are a LOT of sections of it, down there in the tutorial map. Is there any way to turn off that particular alert?

I want to start a Tower-Cap forest; the wiki seems to indicate that you must find underground water. The underground Z-levels from the aboveground pools of water don't seem to do the trick; is there a suitable location on this map?
1: Sand is only found in soil layers(as the soil itself, no less.) it's been a while since I was on that map, but I don't believe there's any sand on it.

2: At the moment, the only way to do that is to use the Vein Helper utility(which comes packed with the Dtil utility.), however, this will turn off any and all vein messages, so when you find out you struck native platinum 4 years after doing it, tis not my fault. =P

3:The tutorial map does not have an underground river, sadly, and that is what you need to start growing tower caps, note that all you need to do is actually discover the river itself, then get some muddy underground tiles and voila. :)

1161
Hey there, I got a quick question. I've been using Companion for a while now, and it's a great utility, sure makes the game easier. And makes it easier to cheat, but anyway, I use the Instant Mood button a lot to speed up moods. I felt recently that my fortress was ready for another mood, and pressed the instant mood button. The "nextmood" count went down to zero, but no mood. There hasn't been a mood for a while now, and the button does nothing. Any idea what happened?
The instant mood button doesn't force a move, it just lowers the counter, there's a limit to how many artifacts your fort can make, look on the wiki for that info, you've most likely hit that limit, which means you need to start mining lots of walls out.

1162
DF Gameplay Questions / Re: Captured Goblins
« on: April 08, 2009, 09:46:57 pm »
Are cages really pocket universes and impervious to the effects of time/space/heat?

Because
Spoiler (click to show/hide)
whats up with that?
They are pocket universes for animals, kobolds, and goblins.

1163
DF Suggestions / Re: Arrow Trap
« on: April 08, 2009, 08:12:10 pm »
Crossbows in a trap are basically what you're looking for, however they only shoot on the same tile that they're on, and they need to be reloaded, so if you're fine with that then problem solved. :)

1164
DF General Discussion / Re: Preventing Cave Adapation
« on: April 08, 2009, 05:05:44 pm »
It won't prevent cave adaption, Cave adaption has to do with the inside/outside tag from what I know.
The only way to really fight cave adaption is to have a lot of outside areas, but this can also make some areas of the fortress inaccessible, unless you build access tunnels as well.

1165
DF Gameplay Questions / Re: Marksdwarves won't stay at post.
« on: April 08, 2009, 04:21:35 pm »
I have a feeling this is more of a line of sight problem than anything else, but I could be wrong.

1166
DF Gameplay Questions / Re: Trading windows
« on: April 08, 2009, 03:44:36 pm »
That's odd.
But that also brings me to asking another question:
Do mugs not count as "crafts"? Is it only items in stockpiles that make an option in the caravan list? or is there something I'm missing?
I ask this because in my most recent fort my mugs weren't listed as crafts, and were only listed in the -all- section of the 'bring good to depot' list.

Also, culling on mandates is automatically on, so that could be the issue, but it's not likely.

Far as I know, mugs show up just fine.  Most likely they're in a bin, and so you'd have to look in the individual bins to find the mugs specifically.
I didn't have any bins yet, they were all sitting inside the craft workshop, that may have had something to do with it.
Well, it's not a huge issue until I start trading what should be 20 bins worth of mugs. hahah

1167
DF Gameplay Questions / Re: Retrieving underwater object
« on: April 08, 2009, 12:39:55 pm »
Couldn't you just build a large stone block(a 10x10 area of walls, basically a tower with no floors) a few z levels tall, put in on the supports that are linked to a lever, having is collapse straight into the brook to dam it? If done right you could probably build some floodgates into it to be a proper dam.

If that works the way I think it does, its very clean and easy.
Constructed things will always revert to their original form when in a cave-in. :(

1168
DF Gameplay Questions / Re: Retrieving underwater object
« on: April 08, 2009, 12:08:54 pm »
Sadly, lack of foresight is your doom at the moment, unless you undertake a HUGE project, which would be diverting the river in such a way that it drains the part that's by your fortress.
Though, I haven't looked at the map, so I'm not entirely sure what your set-up is EXACTLY like.
Just know, next time you divert a stream at all, use a floodgate just in case.

1169
DF Gameplay Questions / Re: Trading windows
« on: April 08, 2009, 10:56:43 am »
That's odd.
But that also brings me to asking another question:
Do mugs not count as "crafts"? Is it only items in stockpiles that make an option in the caravan list? or is there something I'm missing?
I ask this because in my most recent fort my mugs weren't listed as crafts, and were only listed in the -all- section of the 'bring good to depot' list.

Also, culling on mandates is automatically on, so that could be the issue, but it's not likely.

1170
DF Gameplay Questions / Re: Magma pumps and mechanisms.
« on: April 08, 2009, 01:30:48 am »
I do my cave-ins the manly way, one constructed floor, one random denizen, see if he survies, FINAL DESTINATION!
I should also yell "YOUR PICK IS THE PICK THAT WILL STRIKE THE EARTH!" because any other reiteration of that wouldn't work as well.

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