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Messages - herrbdog

Pages: 1 [2] 3 4 ... 32
16
DF Dwarf Mode Discussion / Re: HELP!!! Too many resources!!!
« on: April 23, 2012, 03:03:42 pm »
Yeah, there is no such thing as too much wood.

But if you REALLY feel you have too much, toss it in the magma for !!fun!!, and to spite the elves.

17
DF Dwarf Mode Discussion / Re: HELP!!! Too many resources!!!
« on: April 22, 2012, 05:22:07 pm »
The more you buy, the more wagons will come in the future.

And record a macro to select a bunch.
I use enter, down arrow x12

18
DF Dwarf Mode Discussion / Re: What's with the uber fertility?
« on: April 19, 2012, 10:54:43 am »
Instead of making them mature early, you can use the option in Therapist to allow labor settings on children (YOU'RE A DIRTY CHEATER!).

Then, as soon as they are no longer babies, they start working.  :)

19
DF Dwarf Mode Discussion / Re: Stranger Moods!
« on: May 07, 2010, 10:46:28 am »
As to the strange 'romantic' mood... it has happened to me. A certain girl and I, well, we always were close, then one day (totally sober, mind you) we went nuts. No baby though, thank Armok. Never had a relationship with her other than just being friends, before or after. Now dwarves with their drink, I think they'd have a non-stop bacchanalia! Kinda like in Dune, with the party they had after they drank the waters of life (or whatever it was). I know other people who've hooked up like that, as well. It happens. Does it need to be modelled in DF? Dunno.

I think it's appropriate though.

20
DF Suggestions / Re: Nothing Sacred Left: Add Sewage Already
« on: May 06, 2010, 03:35:18 pm »
Stronghold 2: Gong pits.

If you don't clean up the shit in your castles in SH2, your people get sick. It's much simplified, but its maintenance is essential to civilization, ergo I support dwarven poop.

21
DF Dwarf Mode Discussion / Re: Tigermen Slave-trading
« on: May 06, 2010, 09:34:11 am »
Heheh.

It really would be sort of fun if you could 'recruit' non-dwarf sentients to do menial work like hauling and mining.

Mining is menial? It is one of the highest callings to which a dwarf can aspire! (At least in my forts, my miners are all treated like GODS, well daemons, anyway.)

(daemon = lesser god (greek), demon = foul evil beast (based on the first def. of 'daemon'))

22
DF Dwarf Mode Discussion / Re: Argh! How do I solve this problem?!
« on: May 05, 2010, 06:23:06 pm »
Simplest way to force dwarves to build from the spot you want.

Dwarves will not build from a square that has a construction designated. They will also ONLY build from NSEW, never diagnals.

Designate the wall on the spot you want built.

Designate a wall on the spot where you DON'T want them to build from.

SUSPEND CONSTRUCTION on the wall that is your wall to prevent the dwarves from using this spot.

The mason will now only build from the side where no construction is designated.

XAMPLE:
good - bad
+++O+++
+++X+++
+++O+++

You want them to build a wall at 'X' from the left (the right is dangerous or something).

designate:

+++O+++
++@Ww++
+++O+++

'W' is the wall that is to be built, NOT suspended. 'w' is the wall that is suspended, as merely a placeholder wall so the dwarves do not use this spot to stand. The dwarf is '@' and will stand here to build from.

Once the wall at 'W' is built, cancel the construction of the placeholder wall. Done.

+++O+++
+++O+++
+++O+++


Works every time, and can even be used in reverse to make those pesky nobles wall themselves up, using therapist of course, to assign labor to nobles (or catlovers, who die to prevent catsplosions).

one small caveat: if the stone to be used for the suspended wall (it still requires a stone designated, though it will never be actually used for this) happens to be on the spot that is intended for the permanent wall, it will cancel the construction of that wall, not allowing anything to happen. this is rare, but i have had it happen often enough that it confused me.

23
Can dwarves still fall down up/down stairs ('X')? I remember them falling some 10 z-levels in early .40 so I stopped using them.

My main staircase is 4x4

(for odd # levels)
<..>
<..>
<..>
<..>

(for even # levels)
>..<
>..<
>..<
>..<

I've just been lazy, I need to set it up in AHK.

This leaves room to put traps on the staircase. But it does make something 100 z-levels downstairs actually 400 tiles away (or is it 300? meh, it's far.)

24
DF Modding / Re: size everything
« on: February 24, 2008, 11:51:00 am »
One thing you can do to see a 'zoomed' window is to open the windows magnifier, and use that as a 'zoom'.

it's clunky, but it works.


25
DF Modding / Re: How to get plants to show up at embark?
« on: December 06, 2007, 02:58:00 pm »
I believe only edible plants can be brought on embark. (i.e. Plump Helmets, but not Pig Tails)

Since these are not edible raw (i didn't see the tag, anyway, my eyes are old) you may only bring the seeds.


26
DF Modding / Re: Custom Edited Character Set
« on: February 29, 2008, 04:35:00 pm »
It's amazing that through all the iterations this has gone through (it started as my '256' - my 16x16 font) that at least the base typeface is unchanged. At least ya'll can agree on something looking good!

27
Which is exactly why I train my (in dwarf mode) noobie soldiers in rasslin' BEFORE they can qualify for a weapon. Not to mention they will likely get Armor User and Shield User points too!

28
DF Adventure Mode Discussion / Re: Lost my weapon
« on: July 11, 2007, 05:31:00 pm »
Was this on a random encounter or in a preset location (cave, fortress, tower, etc.)?

Random encounters' maps are not saved, AFAIK. Preset locations' maps are saved, and objects are scattered around the map.

Ergo, if it was a random encounter, your axe is lost. Otherwise, you can search the map to try to find it.


29
DF Adventure Mode Discussion / Re: Arrows?
« on: July 11, 2007, 05:33:00 pm »
I have noticed though, that throwing bolts and arrows seems to be as damaging as firing them, and they don't break when thrown!

Bolts/arrows are darts to me.


30
DF Adventure Mode Discussion / Re: The end-all God of adventure mode?
« on: July 09, 2007, 06:18:00 pm »
omfg, puke, you made my day =p (tells you how crappy my day is!)

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