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Messages - Grimlocke

Pages: 1 ... 119 120 [121] 122 123 ... 139
1801
DF General Discussion / Re: legend gone wrong?
« on: December 08, 2009, 08:53:42 am »
Maybe he had a vacation home, and just moved between that and his orriginal home?

... in the same city?

Wel, I cant imagine the hovel being destroyed 21 times without the resident getting killed... but who knows, its DF after all.

1802
DF Dwarf Mode Discussion / Re: On the execution of cats
« on: December 08, 2009, 08:48:30 am »
My cats did it all by themselves in my last fortess, is was just a starting ditch/pallistade fortress surrounded by sinister and terrifying marshes. So, beak dogs showed up just outside the 'fort' and as cats are the only pets that dont have the sanity to stay inside the building, they all ran for safety by running out of the fort. Dead cat all over the map. I didnt like it, I needed them for soap, and I my plan to trap the beak dogs (also for soap) also failed.

Even without artificial stupidity, theres plenty of ways to get rid of them. Exploiting their different pathing is probabaly the best way, using flowing water to wash them to their doom keep your dwarves from getting killed by it (most of the time).

For example, use pumps and diagonal flow to make a waterfall with a corridor right before the fall part. Make a corridors dwarves normally wouldnt use, for example, by using traffic zones. Cats will just run about your fort, ignore traffic zones and eventualy take the ill fated corridor, getting washed down the waterfall, into whatever-doom-you-like. (or cage traps, wounded cats will pass out and get caught even if they are a pet).

Never have needed this though. I keep my female cats chained in places where their offspring doesnt have too great a chance to survive. Only made by accident once, it resulted in a rather disturbing pile of annimal corpses at the bottom of a ~10-z-level drop in a majour river.

1803
DF General Discussion / Re: Dwarven Translations make me laugh
« on: December 08, 2009, 08:33:32 am »
Once had a 1-tile mountain called 'the finger of pregnancy'.

The good-alinged mountains actualy sound more disturbing than the evil-alinged ones.

1804
DF Dwarf Mode Discussion / Re: Elves the other white meat!
« on: December 08, 2009, 08:28:31 am »
In build 39 it used to be possible to butcher everything. Elves, humans, goblins, even dwarves! Anything dead you could butcher.


I miss being able to do that.  :(
This is actualy still possible by modding the entity ethics, although not for your own entities corpses, and only untill you save and load the game :'(

1805
DF Dwarf Mode Discussion / Re: ΘπÆ┼
« on: December 08, 2009, 02:29:06 am »
/²/

Dwarven pirate flag.

1806
DF General Discussion / Re: Challenge: Soap Tower
« on: December 07, 2009, 12:36:30 pm »
Well, deaf or bad at English, I think this topics title 'soap tower' pretty much says it all. And for all those so concerned about this, why not just post the last bit of the DF talk here?

Well, I like the excuse to make something silly, and so I found a neat spot to make a slippery foamy tower of doom. Ill be trying to get it done without any modding or utilities, as I think that getting enough a big enough annimal industry going is quite a fun part of this. Might even make a fully automatic soapmaking mill.

Oh, Darkflagrance, try to right click the DF talk link, and save it somewhere. Then try to run with a different medium (winamp, windown media player, whatever). It might solve the problem.

1807
DF Adventure Mode Discussion / Re: Eye Gouger
« on: December 07, 2009, 12:13:58 am »
Quote
Note that this only works on humanoids- wolves etc for some reason have adamantine knees.

Doesn't surprise me, we've all seen what their teeth can do. :P
Hahahah, pathic dogs! you cannot harm me! *trains shield usage*

... there used to be my throat here.

damnit! not again!

1808
The truely weird part is that the giant didnt stole a barrel of beer, he stole JUST the beer.

Somewhere in its cave, there will be this puddle of beer, just laying there. Being... drinkable!

Venture forth! Slay the atrocious giant! Drink beer!

Perfect quest.

1809
DF General Discussion / Re: How do I change the item drops on a corpse?
« on: December 06, 2009, 07:30:53 pm »
Look in raw/objects, and find the text file of the creature you want to edit. Use ctrl+f for this.

Add the line [ITEMCORPSE:<item type>:<item subtype>:<material>:<material subtype>]

Example: [ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:BRONZE]

The bronze Colossus uses this.

Look in the DF modding wiki for item types and material type.

Adding [ITEMCORPSE_QUALITY:<number from 1 to 5>] will set the quality of the item. For default quality, just leave it out.

Note that this causes the creature to NOT drop an actual corpse as well as the item.

Also, the easier thing to go with here would be using a smelter reaction. It works about the same, for the specifics, also look in the modding section of the wiki. its not hard to find.

1810
DF General Discussion / Re: Butcher's shop in the dev_now
« on: December 06, 2009, 07:18:42 pm »
Quote
I don't think it would be a management problem for the player, as long as the dwarves are intelligent about just using whatever's available.
Sounds like me cooking...

Also, with this new abundance of meat, and the new material system, could we at last make awesome, skyscraping towers of MEAT blocks? (with some minor modding ofc)

Furthermore, does anyone know if there are going to be any specific decorations for teeth, horns, etc. For instance, 'hanging rings of cat teeth' doesnt make sense, whilst a helmet decorated with 2 horns sticking out from both sides seems rather cool. (or a sword with a dragon claw pommel, a warhammer with an orge bone shaft, etc)

I do hope teeth, horns, etc can actualy be used for decoratinos in the first place, as the regular random craft items just seem like a waste of material to me, being usable only to throw at merchants. I prefer to use them make pretty furniture and equipement. Dispite the micro-management hassle it brings along (my dwarves seem to have a talent for finding the lamest things possible to decorate. They have no quals whatsoever about decorating a XXpig tail sockXX with platinum).

1811
DF General Discussion / Re: Mermaids have spawned in a pool.
« on: December 06, 2009, 01:18:41 am »
You dont need to catch a merman to impregnate them thanks to sporereproduction.

1. Catch mermaids
2. wait till they get pregnant by magically sensing a merman swimming past youre fortress
3. keep the first male offspring
4. mermaidincest
5. build a mermaid-kz
6. PROFIT!!! (and a place in hell for you)
Only problem is that step 3 will take 12 years :P

Still, I do suggest waiting for a male to enter the map. Kentucky fried mermaid is just too good to pass up ;D

Also, we wouldnt want to go without that place in hell, I mean, what if they DONT have a place for you??

1812
DF General Discussion / Re: Dual Monitors
« on: December 05, 2009, 10:56:44 pm »
Maybe a bit offtopic, but running 2 df windows on 2 monitors would be quite cool. To view multiple z-levels at once for example.

Hoping this will be implemented sometime (faaar in the future...)

1813
DF General Discussion / Re: How big can my embarks be with my new comp?
« on: December 05, 2009, 10:54:13 pm »
Seeing as we are allready discussing this... does anyone know how well an AMD phenom II X4 965 (a 3.4gHz quad core) would run DF?

I recentelly ordered a set of parts including this, but ordering the cheapest prices you can find means waiting quite some time for it to arrive (plus there are some annoyances with the graphics card I want not being in available at multiple companies).

So all in all it will probably be a few weeks before I get the whole set running properly. And I want to know now! :P

Its kind of funny though, ordering a state of the art machine and wondering so much how well DF would run.

Strange. The memory specs (4 gb of DDR3, seriously ? I checked an online store and I can't find that at less than 130 $. Then again, it might be different where you live) seems extremely high compared to the rest of the stuff.
Check for newegg, if you live in the US. I saw a set of 4GB DDR3 ram at some 1600hz there for some $80.

Unless your looking for laptop memory. Then I wouldnt know.

Would have ordered those if it wasnt for the fact that newegg is an American company, and I dont live in America. Its a total bummer when buying computers, european prices are about the same as the US ones, only the prices are in euros. And 1 euro is about 1.45 dollars. Best I managed to get now was 4GB of 2000hz memory for some 120 euros.

Also, buying a new computer is no reason to burn out your old one. You can allways resell it or just give to someone who doesnt have any high demands for a computer.

1814
DF Dwarf Mode Discussion / Re: Adopt a fortress.
« on: December 05, 2009, 10:23:59 pm »
Hehehe, if adopting a 10-year old stable well defended fort is like adopting a healthy teenages, then adopting a miasma ridden fort on the brink of ruin would be like adopting a starving, sick and naked toddler? Sounds kinda cruel, but not so uncommon in DF, save for the sickness.

Next version will have sickness too, oh fun.

1815
DF Suggestions / Re: Magic / Technology
« on: December 04, 2009, 06:35:31 pm »
Quote
Finally: If this aint sorted DF is not going anywere in terms of gameplay. Whats worse is were going to spend years stewing over it.

While I agree with some of your arguments, and find most at least logical, I just dont at all agree with this above part. I find it quite rubbish  :P

You have read the devlog lately have you? Personally I think the game is actualy quite fun allready without the magical fireballs and steamengines. And its gonna get a whole lot more fun next version. 'Fun' too. Without magic or technology.

While I dont think either of those would be a bad idea no matter how its executed, I think that right now its pointless dicussing it. The game is after all, not finished yet. The making of a magic/tech system would realy depend on how the game eventualy looks. Making a ton of magic/tech placeholders right now would be a waste of time. Hence it being sceduled post version 1.

Of course there might be for a completely different reason it goes in post version 1, but either way discussing this now will yield about as much as all the other magic/tech topics.

The only thing I can see going in is some new mechanical buildings, like multi-z-level buildings. Like medieval lattice gates (the big spiky iron ones in castle gateways), multi-z-level axles, maybe even some buildings that have annimals or dwarves generate power. Still, it will take a long time for even those to emerge. So before you can make your very magical steampowered computer that automatically turns puppies into +puppy biscuits+, you will be quite a few years older.

That would be fun though.

Maybe its possible now, except for the magical steam thing. If you lock up some dwarves in it to butcher and cook. Yeah, they just need acces to water. They can eat all the puppy they like. And an automatic infant annimal killing mechine I allready made once... Im so going to make that.

Well, made my point.

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