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Messages - PopeRichardCorey

Pages: 1 ... 10 11 [12] 13 14 ... 26
166
DF Gameplay Questions / Re: Nest Boxes?
« on: February 22, 2011, 09:52:50 am »
I believe that at the moment Peahens, Crundles, and Kobolds all do not need to eat.  I might be wrong about Crundles.

167
DF Dwarf Mode Discussion / Re: All this new stuff and...
« on: February 22, 2011, 09:14:07 am »
Bees are all over, though!

168
DF Dwarf Mode Discussion / Re: Frankensteins Superdorf
« on: February 22, 2011, 09:11:25 am »
Kill him so you can recover the expensive strands...  ;)

I didn't know that would work -- will it really?

169
Shallow metals usually means iron :)

I have tons of hematite on my map, 6 veins in total. Not a single coal or flux stone, though.

I have yet to have this experience.  I'm neck-deep in Garnerierite, which is still better than no metal for....  some reason, I guess?

170
DF Gameplay Questions / Re: Seriously Fun stuff to try in 0.31.19
« on: February 22, 2011, 09:06:32 am »
Use magma as a torch and grass as a fuse.  Cordon off the other areas with constructed floors.

Now get some venom or some other source of syndromes in a barrel, probably from the crazy crap traders bring sometimes.  Use the fuses to set them off and create poison smoke....

!!FUN!!


Ooooooh, does Venom work that way?  Maybe I should start grabbing it, then...

171
DF Dwarf Mode Discussion / Re: BY ARMOK'S BEARD! (Minor Spoilers)
« on: February 22, 2011, 01:43:44 am »
Wow, that's something else.  How many limbs did it have?  was it made of anything special?  Or was it just insanely badass?

172
DF Dwarf Mode Discussion / Re: Has anybody noticed this.
« on: February 22, 2011, 01:31:19 am »
This CERTAINLY has nothing to do with bit sizes, namely the byte size being 8 and that including numbers from 0-7.  This is most certainly not related to water and magma depths of 7, as it goes from 0 through 7, allowing each square's water/magma count to be recorded on just one byte to save memory space.

Certainly...

Sarcasm. How original, and apt to this situation.

173
DF Dwarf Mode Discussion / Re: "Did you know...?" -- Flammable Floorgrates
« on: February 22, 2011, 12:45:22 am »
if I find myself with enough magma on the surface to set things on fire, I'd rather dump that on goblins rather than give them burning rings to jump through.

Well, yeah, if you want unnecessary simplicity...

174
DF Dwarf Mode Discussion / Re: Neverending burning plump helmet man.
« on: February 22, 2011, 12:43:49 am »
If it weren't for the second one, I would wonder if they had landed on other creatures to prevent their immediate disintigration; I had a thread quoted in my sigg about a player who was trying to figure out how to utilize an apparently invincible puppy "created" the same way.

If you can find a way to pull them out of the magma, try to set them up in a little "cannon" just outside your entrance.  Release them when the elves show up...

175
DF Dwarf Mode Discussion / Re: What is better?
« on: February 22, 2011, 12:41:24 am »
I like using Wood armor until I can slowly filter up enough iron.  It gives the elves a use, and makes it that much more unjust when I manage to slay them later.

176
DF Dwarf Mode Discussion / Re: Forcing dwarfs to tear out their bones/skin
« on: February 22, 2011, 12:38:49 am »
Replace their hands with kittens.  "Can't Grasp" indeed!

177
DF Dwarf Mode Discussion / Re: Forcing dwarfs to tear out their bones/skin
« on: February 21, 2011, 10:58:38 pm »
I'm all for shearing skin and all, but, beards?  Then you'd just be short elves.

Elves have beards.  (Well, male ones, at least.)

Plus, elves have the same size as dwarves now, and there are no differences in body proportionality according to the way that bodies are built.

So yes, according to the raws that Toady made, elves are basically just dwarves with different average stats. 

Enjoy.


178
DF Dwarf Mode Discussion / Re: Dwarven Factory Farming
« on: February 21, 2011, 10:11:39 pm »
Does anyone know what effect Muscle size has on butchering, milking, etc.?  I know that there was some research on that way back when, but it doesn't seem to have been recorded on the Wiki.

Does "Muscle size" actually have a token in the raws? I looked on DF2010:Creature token, but could not find such a token. Perhaps you are referring to the Strength Attribute?
Quote
Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry.

That might be what is indicated by muscle size; I meant the animal aspect which leads to "She is enormous But Very Weak" and "He is gigantic with huge muscles" (that last one might not be a direct quote, but there's something like it.)

Quote
I was under the impression that what actually affects the quantity of products from butchering is the body size. (See DF2010 Talk:Butcher.) But due to the limited genetics simulation, there can be a great deal of variation in butchering the same creature.


But does that also account for volume of milk produced?  Is Milk static? 
Quote
...the next major step is to filter out weak breeding stock; if you have anything less than "gigantic", you'll want to slaughter them before they breed.

The problem with filtering out weak breading stock is that this would need to be done every time, for each new Fortress.

I'm not sure what the problem with that is; assigning professions is something that needs to be done every time, for each new Fortress, and what we're currently discussing is basically just turning your fortress into an even more functional abbatoir Ranch than before.

Quote
What I'd like to see is a "Successive Embark", or the option to continue the existence of a Fortress after the player tires of it or reaches a certain FPS death/breakpoint. What I mean is that instead of abandoning the Fortress or intentionally killing it off in a blaze of glory, the player can instead choose to select from among their current dwarves and resources to build a new embark party to strike the earth elsewhere, leaving the old Fortress more or less intact. I'd like to eventually be able to play a generated world from year 0 to year 500+ through successive fortress embarks and successive adventure embarks.

And I will close by saying that this is a really, really good idea, and I actually kind of subconsciously assumed that Toady was building towards that ultimately; one of the few major discernible goals that the game itself suggests is becoming the Mountainhomes, and there's a lot that could be done from there out.

179
DF Dwarf Mode Discussion / Re: Frankensteins Superdorf
« on: February 21, 2011, 09:09:49 pm »
Or "Urist was horrified by the deformities of another dwarf recently." or "Urist was horrified by his own deformities recently."

Of course, certain personalities should like deformities.

Geshud McFrankenstein self-immolated: Horrified by unholy resurrection.

180
DF Dwarf Mode Discussion / Re: Funniest Fortress Moments
« on: February 21, 2011, 07:55:29 pm »
Just now, I got my first siege of .19.  I sequester all the civilians, drag in my Sheep farm just in time, and prepare an ambush just inside the entrance with my entire military and our single Giant War Leopard.  I'm about to open the hatch to the outside world when...

A goblin snatcher is discovered a few floors into my fortress.  I set the military to kill him; he freaks out and runs all around my residential area, mostly scaring people.  When the military catches up with him, they batter him to death slowly.  in the meantime, he manages to stab one of them in the head, which fortunately only broke his skull, and slice off the foot of another one.  Footboy's never walking again, so I replace him with one of my legendary miners, and set the ambush up once more.  We repel the single squad of goblins without a single injury.  Except for the two disabled dwarves created by the snatcher.

I laughed, anyway.

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