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Messages - Lymojo

Pages: 1 ... 11 12 [13] 14
181
DF Suggestions / Re: Improved Invader skills
« on: May 21, 2009, 04:16:44 am »
I don't know about requiring visits from the mountainhomes; that sounds kind of difficult to incorporate and, as someone said, impossible in early world gens. Also, sort of strange; it's not like the only way to learn something is for someone to teach it to you.

However, I really like the idea that sparring should be drastically toned down, and that dwarves should require actual combat in order to level up in any significant way.
That would also give a real tangible benefit to setting up an elaborate dwarven arena to deal with goblin prisoners.

182
DF Suggestions / Re: Fun with chemistry!
« on: May 21, 2009, 04:02:06 am »
I hate to sound like a jerk, but you guys do realize that you could probably save Toady some time and effort by modding this in yourselves, right?
Sure, a lot of this stuff, like lye gas and using acid to engrave probably requires some hard coding.
However, it's really, really easy to add new types of reactions and stones with new properties by simply tinkering with the raws. For example, you could easily add an asbestos stone, enable it for strand extraction, and give it high melting, boiling, and ignite points.
Also, while I don't think it's possible to assign an image to a window, it's very very possible to make a stained glass window. A gem window can be composed of up to three different gems, including cut glass, and I believe will actually flash to display all three colors. Windows are furniture, so you can then encrust them even further at a jeweler's shop.

183
DF Suggestions / Re: A suggestion on poop handling
« on: May 21, 2009, 03:38:58 am »
When a fortress is abandoned, EXCREMENT WILL STAY IN THE EXACT SAME PLACE. The last thing anyone wants is turds strewn all over the fortress for no adequately explained reason.

Close.

But what if you abandon when your fortress is being ransacked by Tentacle Demons?

Shit and cum everywhere.

184
DF Suggestions / Re: Silly creature: booze elementals
« on: May 21, 2009, 03:35:23 am »
To me that wikipedia article reads like something you'd kind of see in a dwarven engraving, doesn't it?

All craftsdwarfship is of the highest quality. On the bracelet is an image in dog leather of a vanir and a salmon. The vanir is picking up the salmon. This image depicts the catching of the salmon Loki by the vanir Kvasir in year 202.
On the bracelet is an image in limestone of a vanir and dwarves. The vanir is surounded by the dwarves. The dwarves are striking a menacing pose. This image depicts the murder of the Vanir Kvasir by the dwarves Fjalar and Gavar in year 203.

185
I've discovered a little stopgap measure that seems to do a pretty good job of keeping dwarves from walling themselves in.

They tend not to stand on tiles that are also designated for constructions, so what I do is I start to build dummy walls on the tiles that I don't want my dwarves to be standing on when they build my real walls. Then I suspend construction on the dummy walls. Once the dwarf has completed the real wall, I remove the dummy wall building site altogether.

186
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 19, 2009, 02:30:15 pm »
My weaponsmith hits a mood, and demands leather.
However, it's during an orc siege, and I'm turtled up and have no military, and no unclaimed pets.

I quickly crack into my underground pool with my two novice archers and a bunch of recruits. I lose about 8 of my guys to cave monsters, and I don't even get any usable leather out of it. However, one of the guys that died freed up a donkey that I butcher and tan.

The weaponsmith starts the construction... and turns out a fucking hatch cover. All that smelting had made him a metalsmith, but I didn't notice because of his custom profession. What am I going to do with a legendary blacksmith? Make masterful platinum buckets?

::facepalm::

187
Reminds me of the old Smata Xomlox seed from last year. Place was totally sick (entire fort in obsidian) but no goblins :(

What version is this for? How do I import that text file?

I'm not sure how backward compatible it is, but it definitely works on (40d11).

Here's how to use the worldgen text that was posted here (I'm working from memory, so don't expect this to be word perfect):

1) Go to data/init/ and find the file called world_gen.txt.
2) Delete the contents of that file and paste in whatever data you want to use (in this case, the code section from the beginning of this thread).
3) Log into DF and Create a New World Now. It will use the parameters in the worldgen.txt file in the data/init folder.

188
I have a question which I will experiment with, but if anyone else knows the answer let me know.

I'm on a map that's partially freezing, and partially cold. The traders always come in from the freezing side, and when they get there all the cages are just "Nickel cage", "Lead cage", etc. There's a lot of them, and I had requested a lot of pets, so I'm assuming they contained animals but the animals died.

And when they enter from the cold environment, will the pets still be alive? Is it the short trip through the freezing part of the map that kills the animals, or do they die off screen during the long journey?

If I build a wall 1 tile away from the edge all the way around the freezing biome square, will it force the traders to enter from the cold environment, thus saving the animals?

189
Wow, I also had no idea you could carve fortifications on the edge of the map.
Now to go teach those pesky orcs a lesson.

190
Hey guys, guess what?  By turning off temperature in the init.txt when there aren't any major ice construction projects going on, animals brought by trade caravans won't die.  I just tried this out today to get GCS from deep elves in the dark dwarves mod.

Yea, but that's cheating. The point of the challenge is that to successfully build it is a feat of clever engineering. Otherwise you're just spending a lot of time in front of the computer.

191
I had already read everything in the spoilers section of the wiki, so I knew what to expect.

My chamber was filled with a white "unidentified fluid" and engravings of the noble races brutally raping each other, so I knew that I had some tentacle rape monsters on the way.
Okay, I knew I wasn't ready, but I figure I have time to bottle them up behind some constructions and then bide my time while I prepare my ballistas.

However, what the wiki didn't really drive home is that the chamber is ALSO filled with stockholm'd rape victims who swarm your masons and tantrum them to death. I'm pretty sure the miner who pierced the chamber was raped by elves before he died.

I watch in horror as the line of crazies files past each successive build site for my demon stoppers. By the time I get the "demons in the deep!" message, I've gone from being annoyed at losing some prime mining real estate to praying that I might be able to get away with losing no more than all of my housing and forges.

They destroyed everything. Killed everybody.

I go to reclaim with a legion of 70 dwarves. They handled the first few rounds of demons well but a tantrum spiral ended with them literally decimating themselves in a tear-stained brawl.

My last dwarf was finished off by a demon, but only after spending about a week babbling to himself in an old bedroom knee deep in floodwater.

After my THIRD attempt at reclaiming, I finally purge the fort, but at this point all of my dams are broken and the fort is on its way to being completely flooded.

Finally! My fort has some character. I can't wait to see the engravings my guys make once they finish tidying the place up.

192
This is a sweet map, even outside of all the features. It's got a really nice shape and varied topography.

Having the river right next to the bottomless pit makes it really easy to drain your water-filled meat grinder.

193
DF Dwarf Mode Discussion / Re: Silly/inefficient traps
« on: May 15, 2009, 01:46:53 am »
I have an idea that I never implement because it kills your orchards.

Cover all the fields outside your fortress with drawbridges and link them to one switch.
You probably see where this is going.

194
People have already said this, but I'm posting anyway just to cast another "vote" for this feature.

Being able to forbid a particular tile would also allow you to effectively designate which direction a dwarf builds from, preventing him from walling himself in/out.

195
DF Suggestions / Starving/Dehydrated Dwarf Alert
« on: May 13, 2009, 05:44:05 pm »
I hate it when I only realize that I've walled a dwarf in when he dies.
Can we get a message when a dwarf gets a "starving" or "severely dehydrated" thought?

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