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Messages - smjjames

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24496
DF Dwarf Mode Discussion / Re: Glacial underground rivers?
« on: June 17, 2009, 03:18:03 pm »
Since we are getting real caves this upcoming update, making underground rivers/pools be found just about anywhere sounds like a good idea since caves are often associated with underground rivers.

Not to mention having one in the desert would expand the possibilities. If you can survive long enough to tap into it that is.

24497
DF Dwarf Mode Discussion / Re: Spontaneous Deconstruction
« on: June 17, 2009, 03:12:33 pm »
How are you building that? I thought walls and stuff couldn't be built on floors (workshops can be though), and what about the fresh water situation?

24498
DF Gameplay Questions / Re: Various Questions of a New person
« on: June 17, 2009, 11:52:03 am »
If you are channeling in a single line, they won't fall in.

As for the water itself, that depends on whether the water is pressurized I think, also, if the source is several z-levels above, it will come through. However, if it is a closed pool, it should be fine.

As for the graphics sets, most of them you can just download. Check out the wiki for tilesets, the Mayday graphics set is one of the more popular if not the most popular graphics set.

24499
I've noticed that sometimes I'll see the blinks of blue on the ground that indicate rain, but there is no notification that it actually is raining.

Of course though, it's not a particularily game affecting bug, but just wanted to make note of it.

Edit: The 'weather has cleared' message did pop up for this particular rain storm, so dunno, maybe another message blocked the 'it has begun raining' message?

24500
DF Bug Reports / Re: small cursor movement bug with 40d11
« on: June 17, 2009, 11:07:17 am »
I did have that problem initially, but you just kind of have to sync the keys better. After a while, it works fine once you get into the habit of syncing it.

24501
DF Gameplay Questions / Re: Flies
« on: June 17, 2009, 07:12:19 am »
In my most recent fort, I had a whole bunch of lungfish showing up inside the fort, including the entrance area and even further in, like the dining hall. Just why the lungfish would be there, no idea.

Anyways, I've noticed that flies will also spawn at the edges of magma and occasionally from the magma that you use for the magma forges and smelters.

As far as food though, they will spawn around meat and fish, even if it's not rotten, not in big numbers though, until it gets rotten anyways.

24502
DF Gameplay Questions / Re: dead dwarves and coffins
« on: June 17, 2009, 07:08:04 am »
Another possibility is making a set of catacombs at the deepest level. I've done it a few times. Make a grid (or however you want to do it) and make alcoves which can be as small as one square or as big as 20 if you wanted to, and put the coffins in there.

Somehow I just think the idea of placing the coffins in a great labrythine catacomb is pretty dwarfy.

24503
DF Gameplay Questions / Re: Seed stockpiles
« on: June 17, 2009, 07:04:09 am »
I don't have a problem with the seed stockpiles.

I have noticed that often times, when I buy some bags at the depot, the dwarves will put some seeds into the bag before putting it into the seed stockpile. This could be the case here.

24504
DF Dwarf Mode Discussion / Re: Suicidal Liason
« on: June 17, 2009, 07:01:50 am »
Maybe get your trader to the depot? Unless that bridge is needed for the trader to come through.....

24505
I always just have him/her crunch the numbers early on and when the caravan shows up or they have reached maximum level, I just set the accuracy level to lowest so that they don't bother with it. Also, when the diplomat/laison comes around, I usually do the trading first, the diplomat or whoever can wait and I turn off all labors (using Dwarf Manager) when the caravans come around.

I don't usually have problems with the trader flaking on the trading thing. Sometimes they will take a quick break to eat or drink, usually when waiting for the caravan to finish loading up.

24506
This is referring to the fact that you can smooth and fortify edge tiles, enabling you to drain through the edge. You can't actually dig through the edge, but fortifying the edge wall is the closest you get to digging it out.

Also, I don't believe this is a glitch, unless there is an actual glitch that does this. If there really is such a glitch, I haven't heard of it.

24507
DF Gameplay Questions / Re: Underground fort access
« on: June 15, 2009, 08:25:48 pm »
I haven't had any problems with my method, I simply don't even save the reveal. I mainly use it to get a bead on where the magma pipe/pool is.

edit: I did go and commit 'fortress suicide' (breached an underground pool) on a map that I had changed my mind on which still had the reveal on, effecticvely abandoning it. However, I don't think that will cause problems since I technically didn't save the revealed state.

Although, I do mysteriously have 4 bits of GCS web, I used reveal and didn't see any GCS, so no idea,  maybe the remains of the web of one that died before I embarked?

EDIT: Checked the wiki and the spider and its web are suppoused to be invisible, so, somehow there is a bit of it's web visible.

24508
DF Gameplay Questions / Re: Underground fort access
« on: June 15, 2009, 08:06:47 pm »
Do you mean the screen where you choose the location and not when you have embarked? You can just set the init to have the features always show on the embark screen. You can do the same thing in advanced worldgen settings.

If you mean when you have already embarked, that's the Reveal utility, you can grab it off of the wiki.

But make a backup copy of your save folder first! Reveal corrupts saves, and prevents tower caps from growing.

I believe the init line you want is [SHOW_EMBARK_RIVER:ALWAYS]

Actually, what I do is save first, use reveal, then use task manager to force DF to close.

24509
DF Dwarf Mode Discussion / Re: Elven doom in the making
« on: June 15, 2009, 07:37:18 pm »
Also:
Quote
Inhaled poisons
Goblin gas chambers anybody? Although that might be seen as more evil, considering the history of gas chambers (WWII). That could work for creating stuff like toxic fumes though.

24510
DF Dwarf Mode Discussion / Re: Elven doom in the making
« on: June 15, 2009, 07:20:04 pm »
I don't mind migrants. More dwarves = more masons = I can build my tower faster.


As for new methods of killing shit, I'm going to enjoy screwing around with the venom raws.

This might actually make blowguns deadly. I'm sure you guys have heard of poison arrow darts, right? South American indians rubbed darts on poison arrow frogs and created deadly darts this way.

I hope we can modify how the venom works, like one is a neurotoxin (damages spine and brain), another is a haemotoxin (perhaps damages the heart?), and another is, I dunno something that makes limbs fall off? lol.

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