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Messages - Mount

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211
DF Modding / Re: Sanity Cheating (Creature_Domestic.txt)
« on: April 11, 2009, 10:30:50 am »
Mod dogs to be vermin hunters, and simply don't BRING any cats!

212
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: April 11, 2009, 10:28:52 am »
There's another source of iron?  :o
I think caravans cary it sometimes.
You mean caravan guards? Yeah they drop iron when they die.

You don't technically have to kill them.  Just use the Units screen to get into their inventory and set their items to be (d)umped.  It's six types of hilarious to see every refuse-hauler in your fortress mob a caravan guard, strip them down, and run away with their armor/weapons/clothes/dignity.

213
DF Dwarf Mode Discussion / Re: Constructions no one has built yet.
« on: April 11, 2009, 09:36:00 am »
One, a fortress built into an isolated mesa. By that I mean, a hill with a flat top.

I have since deleted the save file, but one of my early fortresses had a large cliff face on the west edge, and a sizable, isolated mesa closer to the center of the map.  The mesa was the starting point of my fortress, though parts of it extended underground into the cliff face.  The inital entrance was on top of the mesa, with an "airlocked" trade depot craved into the side. (Outer and inner wall grates operated by levers inside the fortress:  one was locked as long as the other was open.)   There was an underground river (and no reliable overground water) so I had a long constructed aqueduct 3z-levels above "ground", which was eventually intended to be pumped into a cistern-tower above the fortress for a central waterfall/deep well setup. 

This was all screwed by a single kobold thief who picked his way into the aqueduct via maintenance doors, got blocked in the aqueduct when the escaping water froze behind him, and picked the access hatches into my main fortress while the aqueduct was filling in an attempt to drown him.  Instead it drowned the entire bottom z-level of the fortress.  :P

I'd like to try something like that again someday, it had real potential!

214
I believe you can build a grate around the floor section to be dropped, then link them to a lever.. when the grates are retracted, the floor falls?  I will have to experiment to confirm, though.

Experimentation appears to bust this one:  I can't seem to make a grate hold anything up, lever-linked or not.  (In fact, I lost a mason doing these experiments... he fell down enough that he eventually broke something important...)

215
DF Gameplay Questions / Re: MY TREES ARE GONE
« on: April 11, 2009, 08:57:53 am »
I believe trees are "buildings" for the purposes of burnination, but I can't remember ever seeing  one "deconstruct" due to droppage.

216
So I'll be eating baby elephants. I have no problem with this.

MMmm elephant veal....

217
yeah, I would like this for named creatures hides as well. It bothered me way back when I killed a named giant scorpion and giant jaguar after much dwarven injury intending to make awesome armor out of them and found they were just normal leather :/

I think you'd still be half-disappointed, because I don't believe scorpions leave skulls?

218
I believe you can build a grates around the floor section to be dropped, then link them to a lever.. when the grates are retracted, the floor falls?  I will have to experiment to confirm, though.

219
DF Gameplay Questions / Re: Possible to get Underground Trees?
« on: April 07, 2009, 05:22:19 pm »
Thanks for clarifying that for me, guys!  I thought it had to be water from an underground source, it makes it much easier if I can tap into the vertical drainshaft of the underground river and "discover" it, rather than fighting a horde of frogmen/giant olms/cave crocodiles for the water.

220
DF Gameplay Questions / Re: Possible to get Underground Trees?
« on: April 07, 2009, 04:11:06 pm »
Yes, but it's kind of hit-and-miss at this point.  You have to have a soil or rock tile which is Dark/Indoors/Subterranean, and then pour water from the underground water source on it.  Once the ground tiles are "muddied" there's a chance that it will sprout tower-cap mushrooms.

(As a side note, I believe water deeper than 2/7 will "drown" the plants before they sprout, so if you can work it that the water is only 1/7 and will evaporate, this is ideal.)

Also, I am not sure whether tower-caps will sprout on smoothed floors, and am pretty sure they won't appear on constructed floors -- natural rock/soil is best.

221
DF Gameplay Questions / Re: Can demons drown? (Spoilers)
« on: April 07, 2009, 12:14:51 pm »
Logically, you'd think that they would just drown in their sleep, but I believe that they do not.  Will have to experiment.

222
DF Dwarf Mode Discussion / Re: Guess whats under the pit?
« on: April 07, 2009, 10:12:38 am »
SPARTA?

223
DF Dwarf Mode Discussion / Re: YOUR ENTIRE FORT IS DOOMED!!! ...not.
« on: April 06, 2009, 07:02:00 pm »
It is physically impossible for one of those dinky little ponds to put a whole fortress under water.
welllllll...  ponds do refill when it rains, so if it was a big pond, in a super-rainy biome, and you never plugged the leak..  you MIGHT be able to drown your fortress over a very long period.    In one of my early fortresses, I expanded a pond for an underground refuse pile (open to sky, so no miasma...)  A cat got locked in and and after a very rainy spring, the water did eventually get deep enough to drown the little moggie.  Took the better portion of two seasons, though.

That's... deliciously sadistic. A slow, watery death? The only better way to do it would've been magma rain that slowly burns the cat.

In my defense, the little furball kept waiting at EVERY DOOR that I marked pet-impassable, until a dwarf passed through it.  Then the rotten little couch-clawer would dart through while the door was open.  (so, basically, behaving exactly like a real cat...) 

I figured, given how much cats love to swim, the water would be crueler than magma.

224
Suspend cage over bottomless pit, rig cage to fall.  Scream THIS IS SPARTAAAA!!!  Pull the lever.

225
DF Dwarf Mode Discussion / Re: YOUR ENTIRE FORT IS DOOMED!!! ...not.
« on: April 06, 2009, 06:41:30 pm »
It is physically impossible for one of those dinky little ponds to put a whole fortress under water.
welllllll...  ponds do refill when it rains, so if it was a big pond, in a super-rainy biome, and you never plugged the leak..  you MIGHT be able to drown your fortress over a very long period.    In one of my early fortresses, I expanded a pond for an underground refuse pile (open to sky, so no miasma...)  A cat got locked in and and after a very rainy spring, the water did eventually get deep enough to drown the little moggie.  Took the better portion of two seasons, though.

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