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Messages - Ubiq

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271
DF Dwarf Mode Discussion / Re: Suddenly, masons forgot how to build
« on: June 09, 2012, 04:48:58 pm »
Ramps, natural or constructed, also cause this bug to happen. Removing the ramp or covering it over with a grate/floor and redesignating the wall is the only wall to make this work,

272
Far as that goes, the kid either fell asleep on the trap or was webbed while on it.

273
Melkor Savageaxes, I redub thee Sir Righty McRockill.

274
Find a niche to hide in, sneak, and throw stuff at it until it dies.

And that cave you were in, what kind of fat was that at the bottom?

275
DF Suggestions / Re: Add anthracite coal
« on: June 08, 2012, 12:20:41 pm »
Where would that leave lignite? And possibly graphite?

Sub-bituminous is lignite that is in the process of turning into bituminous coal... more or less. So lignite could stay at five.

Graphite is the highest grade of coal and is slightly above anthracite, but is really hard to ignite so it isn't as commonly used. There's no reason why both couldn't yield sixteen coke though; graphite being in small clusters means that two or three deposits are going to yield about as much coke as an entire vein of anthracite.

276
DF Suggestions / Re: Add anthracite coal
« on: June 07, 2012, 10:22:29 pm »
There's also sub-bituminous coal; bituminous coal could be bumped up to thirteen coke with sub-bituminous put at nine with anthracite at sixteen.

277
Ugh, alligators. They're extremely deadly to dwarves until they get up in the demigod territory.

Make sure that you go into ambush mode well before crossing any river and look down before you start to cross.

278
DF Dwarf Mode Discussion / Re: New Stone/Block Interaction Question
« on: June 07, 2012, 08:12:04 pm »
For the record, logs only produce a wooden block apiece as well.

279
So long as it doesn't take seventy game years or so for us to finish, Nish should be fine.

Actually, what year are we up to now anyway? 10 or 11?

280
It seemed like an unending eternity, but I cam certain that shortly after the hideous wailing began, a tuskstick that was on the verge of collapse arrived on our level and was followed shortly afterwards by his canine owner. After a brief talk, I pieced together the following story. The dog, Idar Loenemdeb, followed his pet into the depths and encountered a trapdoor that he could not pass; as such, he waited for his charge to return from the depths that he had descended to for an unknown purpose. Idar knew only that another trapdoor lay directly below the one that he stood near now as he had caught a glimpse of it when his pet had passed through the first one. He stood there for a time and waited faithfully as dogs are wont to do. It was then that noises and smells arose from beneath him that made his hair stand on end and made him consider ever so briefly heading back up but his better nature bade him stay to see what would happen.

Scant seconds later, there was a clattering sound for beneath him and he made ready to spring on whatever would arise. As it happened, it was a spring of happy greeting to his pet, who turned and fastened the trapdoor quite shut, the very notion of which would seem scandalous to any self-respecting spider I should think. That action had apparently been the source of the previous noise as both of the trapdoors must have been firmly sealed against whatever was beneath. Barely had he done so than a great pounding sounded from below as if a vast pack of creatures was beating on the bottom trapdoor from below and issuing great howls of rage.

After a brief consultation with the tuskstick, a host of digbeards filed down the stairwell below in a steady stream to collect that blue rock they seem to admire so much. Most of them went empty-handed except for a single red-clad who hauled a rock downwards with him several times. He happened to descend at the same time as my Blueclad so I saw him descend through the first, now open trapdoor to do something to the second. From what I understand from the other animals, after completing whatever insane task he had down there, he performed the same with the top trapdoor as well. After a while, the flood trickled off and the plain below was empty save for a few straggling carrying their treasured cargo upwards. Oddly the stairwell does not descend all the way to ground level as I expected, but stopped a floor above on a small platform surrounded by ramps.

Attention returned again to the region I discussed before now that all of the blue stone has been safely stowed up up above us somewhere. The carving continued and the addition of a ceiling of clear stone continues as well, which should give a fairly nice view of all those carvings when finished from the floor above. Trees have somehow sprang up on both levels as I am quite certain I see one off in the distance on each floor. Similar work continues on the next level up, which has also had its floor removed and is in the process of being replaced with the same clear stone. There are several of the round stickish contraptions on this floor that I had not noticed before and the stairwell on that level has been covered with transparent trapdoors with center having been replaced with a block clear stone with a statue above it. Nice effect that; rather fetching actually. Tables and sundry other furniture are being added as the floor above expands along with large caches of food and drink. It is that that I notice a tuskstick head downwards and I wonder what that is all about.

Next time: The Great Fall of the Footrest, Part II or Click.

281
The top will be nothing less than a masterfully created platinum block, masterfully encrusted with a masterfully cut large diamond.

Wait, what? You can't decorate blocks (only furniture, ammo, and finished goods can be encrusted) and you can't use large gems for decoration either.

You could build gem windows around it, but you can't use large gems for those.

282
The best way to do it would be to just set it up so an unskilled dwarf can have a Strange Mood in any labor that can produce an item with a quality level rather than just limiting it to Bone, Stone, and Woodcrafting. At the every least, expanding the possibilities to include the other Craftsdwarf skills like Leatherworking, Clothesmaking, or Glassmaking would give a few more options since the three default options are categories where supplies are either fairly limited, better used elsewhere, or both. Legendary Leatherworkers or Clothiers are vastly more useful than the rest and Glassmakers are rare enough that getting one might give your fort something that it didn't have previously.

283
DF Dwarf Mode Discussion / Re: Urist and other names
« on: June 05, 2012, 11:43:22 pm »
I like Jreengus H. Jreengus for kobolds.

284
One minute: Giant capybaras are just big rats, right?

Next minute: Why won't they stop killing my poor war grizzlies?

285
DF Dwarf Mode Discussion / Re: Urist and other names
« on: June 04, 2012, 04:39:54 pm »
Froderick Von Elfensteen?

Anyway, kobolds are, like elves, Germanic in origin, the word goblin itself has French roots, and dwarf is based on Old English (though the common image of them is of Norse origins by way of Wagner and Tolkien). Far as Welsh goes, there's ap (son of). Elf ap Treehugger.

And, Scrooge McDuck notwithstanding, Mc is Irish while Mac is usually Scottish.

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