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Messages - Shoku

Pages: 1 ... 116 117 [118] 119 120 ... 130
1756
DF Gameplay Questions / Re: Cool map
« on: April 27, 2009, 09:26:51 pm »
Lava doesn't flow off the map but it will flow right onto the edge so you can "end" the brook permanently.

1757
DF Gameplay Questions / Re: Stupid question.
« on: April 27, 2009, 09:24:10 pm »
Even if magma doesn't flow off the map it should still flow into the fortification squares.

1758
DF Gameplay Questions / Re: I want a Elf siege...
« on: April 27, 2009, 09:23:03 pm »
don't use the wood for anything- they're more pissed about how many logs you have than the total trees chopped down.

1759
->  ballista
X  fortification
.  ground
=/||  channel
Code: [Select]
========
........||
........||
........||
........||
XXX.....||
->X.....||
XXX.....||
........||
........||
........||
........||
========
That keeps the enemy archers 6 (or more) tiles away from the fortification
Unless they can fly :<

1760
DF Gameplay Questions / Re: Spontaneous Combustion
« on: April 27, 2009, 04:50:01 pm »
You've either got a very abnormal material, goblins with crazy body temperature, or several tiles are bugged to be abnormally hot.

My money is on goblins being crazy hot.

1761
DF Gameplay Questions / Re: dirt floors
« on: April 27, 2009, 04:42:33 pm »
Some number of roads is also needed to trigger the arrival of your ruler via that particular method, right?

1762
If you're not above using utilities you could make him a champion so he'd pick up the pick as a weapon then make him not a champion so he could be a miner again.

1763
DF Gameplay Questions / Re: What is the cutoff for Elite <Military>?
« on: April 27, 2009, 04:37:46 pm »
in 40d11 they often gain wrestling faster than the weapon they are using. In 40d they don't get a whole lot of wrestling without being unarmed, either by setting or because there's a problem using any weapon they may be carrying.

1764
Getting your old fort back is called reclaiming. Maybe a utility will let you edit the embark options so it's basically the same as embarking.

1765
DF Gameplay Questions / Re: How to defend a flat embark point?
« on: April 27, 2009, 04:18:39 pm »
I got tired of doing many constructions so my mining entrance that keeps a height advantage for marksdwarfs is:
Ramp down, several spaces of tunnel and the down stairs about crossbow range. Up stairs below them with another set of ramps at the entrance edge. Channel out down stairs and remove up stairs.
Fortification room on z -1 with entrance going underneath it on z -2.

For giving yourself time to mobilize the military the first ramps down go in the middle of the map. For added security you can channel away some tiles on z-2 to build a bridge over and the make it a pond later. Maybe even put a branch path just in front of the bridge so sieges get peppered heading in and then potentially several times more while they traverse the lengthy secondary entryway.

Now, I realize that with z-1 being sand you'll have to (C)onstruct the fortifications at the entryway but putting up three or five of them shouldn't be a big deal.

1766
Ants aren't really set back by collapsing the hills they make and they don't have can_learn so any soldier is as good as any other. If you really want ants to have some "fun" you need to flood their fort with magma, or alternatively concrete.

1767
DF General Discussion / Re: Mayday Graphic Problems
« on: April 27, 2009, 03:44:21 pm »
Make it be in sync.

That's not really a clear enough description of the problem. Are things squashed? Do you see the screen flickering back and forth between old images? Do words have weird blobs attached?

1768
DF General Discussion / Re: Scamps caption
« on: April 27, 2009, 03:42:25 pm »
are you telling us to make him into a LOLscamps ?

forget it
Aww jeez-
Zeguthir , "Tattooedseared", a invisible piano. Weight 667. Basic Value 228000.
This is a invisible piano. All craftcatship is of the highest quality. It is encrusted with red spidersilk cloth and encricled with bands of dog leather. The object is adorned with hanging rings of cave aligator leather and menaces with spikes of green glass and turtle shell.
On the item is an image of a cat and giant toad in Andesite. The cat is playing to the giant toad.

1769
DF Modding / Re: Graphic sets problem
« on: April 27, 2009, 09:16:43 am »
Curses square was probably what you were using before but with those packs you should have some other files in that folder now.

In the init folder you can look for any of the entries about fonts. With graphics turned on you need to look at the graphics font option instead of regular windowed/fullscreen.

1770
DF Modding / Re: Sanity Cheating (Creature_Domestic.txt)
« on: April 26, 2009, 04:52:22 pm »
If I end up with a breeding pair of cats I try to kill the females instead. All if takes is one immigrant with a male cat to suddenly knock up however many female cats that adopted themselves or showed up with previous migrants.

If a female shows up and I have ten male cats big deal.

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