Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Smew

Pages: 1 ... 40 41 [42] 43 44 ... 91
616
DF Gameplay Questions / Re: Refuse Stockpile
« on: June 08, 2009, 01:21:05 pm »
It contains refuse, it's really simple.
The options for the refuse pile just list every single type of corpse. haha

617
DF Modding / Re: Dwarven food source - Nobles
« on: June 08, 2009, 01:01:52 pm »
Uhm, the only way this would work would be to make Nobles their own race, they couldn't be civil.

618
I believe a fortress won't ever stay around after you abandon, if your dwarves leave alive though, well, that's a whole 'nother story.

619
DF Gameplay Questions / Re: Fortress growth
« on: June 08, 2009, 12:02:06 am »
I disagree with Albedo about the wrestlers.  I breached HFS (knowing where it was) with my legendary wrestlers (you know, the wrestling bug), and the demons came out...and I lost 2 wrestlers.  They can handle just about anything if you let them spar enough to become legendary.
That's when there's multiple wrestlers, Wrestlers can only take on one target at a time, so if they are out-numbered they're dead. :(

620
DF Gameplay Questions / Re: Wound Distinction
« on: June 07, 2009, 08:02:08 pm »
Uhm, my minor/major, do you mean the color?
The extremely minor(I do believe the term is bruised, forgive me if I'm wrong) wound color looks a lot like the extremely painful lopped off color, the lopped off gray color is darker than the aforementioned minor wound color.

621
DF Gameplay Questions / Re: Fortress growth
« on: June 07, 2009, 02:43:44 am »
I just let them sit around and do nothing, migrants are always useful, somehow.

622
DF Gameplay Questions / Re: Do barrels get re-used?
« on: June 07, 2009, 12:42:20 am »
The tile set wouldn't effect whether or not the dwarves flash, anyway. :P

623
DF Gameplay Questions / Re: Respect For the Dead
« on: June 06, 2009, 09:13:12 pm »
You need either coffins that have been placed, or a graveyard stockpile.

624
DF Gameplay Questions / Re: My 2nd fortress!
« on: June 06, 2009, 08:45:10 pm »
Well really, the only correct way to build a fort is the way you want to build them, others advice will only destroy whatever originality your hand brings to the game.

625
DF Gameplay Questions / Re: Help to get rid of this pesky humans
« on: June 06, 2009, 08:42:49 pm »
No, the only way to hurt friendly units is:

1: Cave in, of course.
2: Drowning them.
3: Burning them with magma.
4: If they are knocked unconcious, they can be affected by any traps.
5: Cleverly set up spike traps, which would be the easiest way out of these, if cave-ins are out.
6: And of course, you can just let time kill them, with goblins, wild animals, etc.

626
"Lord zchris, lord zchris!"
"Yes yes, what is it?"
"The cougar, sir, it suddenly transformed into a hippo!"
"WAT"

627
DF Gameplay Questions / Re: Help to get rid of this pesky humans
« on: June 06, 2009, 08:20:48 pm »
Cave ins are the only way, unless you want to flood the town.
And really, cave ins aren't that difficult to engineer, why so against them? :P

628
DF Gameplay Questions / Re: Dwarves wont pick up items?
« on: June 06, 2009, 01:26:16 pm »
X's mean the item is worn, rugged, torn up, etc, 2 XX's (XXitemXX) means it's worn even MORE, there's also a  list of what all the item descriptors mean in the help menu in-game.

629
DF Gameplay Questions / Re: Dwarves wont pick up items?
« on: June 06, 2009, 12:19:07 pm »
It also refers to things you've set to be dumped, if you have them marked for dumping, but they are outside, dwarves won't grab them unless that option is set to on.

630
DF Gameplay Questions / Re: I got a titan stuck...
« on: June 06, 2009, 12:08:35 pm »
Hmm, that's odd. He should be able to-or maybe I'm confusing the Can_open_doors tag for something else. And you would need to mod it to tame the thing, so I was just giving you a warning in advance.
Can_open_doors should only give them the ability to open non-locked doors, I think, the only way to open a locked door is to either bash it down(building destroyer) or to have the LOCKPICKER tag.

Pages: 1 ... 40 41 [42] 43 44 ... 91