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Messages - Urist McCyrilin

Pages: 1 ... 15 16 [17] 18 19 ... 23
241
DF General Discussion / Re: Age of DF gamers
« on: June 23, 2009, 06:07:36 am »
I resent your statement that people 45 and up are ruled out. I happen to be 52.

242
DF Gameplay Questions / Re: Problem with chains.
« on: June 23, 2009, 02:05:59 am »
Tame giant cave spiders produce web when attacking a hostile creature? Hmm, I thought the consensus was that tamed giant cave spiders do no such thing.

Screw you, consensus!

Also, neat setup. I'm guessing this thing shoots out giant spider silk continuously and without interruption. In which case, nice factory you've made.

Yes, that seems to be a common misconception. I noticed it on accident, really. I had the spider chained up near my magma pit. When a fire imp attacked it, I noticed it shot web at it. That's when I had the idea of building the farm.

Also, it's not without interruption. The spider needs to "recharge" apparently. But it fires about every 30 seconds. I now built two additional farms, basically drowning my weaver in silk.

243
DF Gameplay Questions / Re: Problem with chains.
« on: June 22, 2009, 12:52:34 pm »
You can tame them with a Dungeon Master. Also thanks. On a related note: I FINALLY got the transport underway, by building the cage right next to the restraint. I realized the room really does not need doors if neither the spider nor the lizard can move more than one tile. My spider is now producing web like crazy, spraying it all over my safe collecting zone. In case anyone cares, here is my setup. It only takes 7x5 tiles (but could probably be made smaller if you have problems with space). The output is enormous, I get about 10 webs every 30 seconds.

= means fortified wall
| and _ mean plain walls
S means spider (chained)
D means door
H means hostile creature (chained)
  _______
=           |  The door to the room is completely locked, to prevent hostile interruption spam
=           |   The two doors to the Cave Spider room are open, but set to not pet-passable
=  =D|    |  That causes the spider to path around, noticing the lizard. But as it cannot reach it,
=H=S|    |   due to the doors being not pet passable, it fires web at it. The web flies through both
=  =D|    |   sets of fortification, landing on the other side, where it can easily and quickly be
=           |   collected. As you can see, there is a lot of free space. If you wanted to, you could
D_______|   condense the room to, maybe 4x4


244
DF Gameplay Questions / Re: Problem with chains.
« on: June 22, 2009, 11:59:38 am »
If Dwarf Companion worked this would be so much easier... I'd just untame the GCS and chain a kitten. Also, the cage was 2 tiles away from the restraint when I tried to transfer the lizardman.

245
DF Gameplay Questions / Problem with chains.
« on: June 22, 2009, 11:27:19 am »
I have a tamed Giant Cave Spider set up in a silk collection setup. The only thing I need now is a hostile creature to trigger its web slinging. For that purpose, I caught a lizardman from the local underground river. The problem now is: Whenever I try to hook the lizardman up to the copper chain in my setup, it attacks the person trying to chain it down, causing one of the two to die. I have tried making it unconscious by dropping it from 3 z levels up, but it still attacked my Dwarf. How do I make sure the transfer from the cage to the chain goes along without a riot?

246
DF Dwarf Mode Discussion / Re: 2D vs 3D What's your opinion?
« on: June 22, 2009, 03:52:48 am »
3d. There is nothing like throwing my prisoners from a 30 z level tower into a magma pit as sacrifice to Armok.

247
If you think about it, the average DF fan does not really hail from the artistic layers of society, I guess. More like the neckbeard crowds.

248
DF Adventure Mode Discussion / Re: Instances of the "Magic Arrow"
« on: June 21, 2009, 03:53:10 am »
But that wouldn't explain how, in some instances, the arrows can damage the left and right ears and not cause any further damage.

249
DF Adventure Mode Discussion / Re: Instances of the "Magic Arrow"
« on: June 21, 2009, 02:39:50 am »
That is because DF's arrows are very long... And crooked... And spin around like boomerangs.

250
I like the comic so far. However, I firmly believe it would be even better if it wasn't a sprite comic, but rather an image comic.

251
DF Gameplay Questions / Re: Turning off immigration
« on: June 15, 2009, 01:18:51 am »
I am wondering if you could just try to make all the females idle. That should either lead to a lot of pregnancies, or a lot of lesbians.

...Or a combination thereof.

252
DF Gameplay Questions / Re: Smaller resolution...
« on: June 14, 2009, 03:13:42 pm »
I assume you are running Windows? If so, you can try the following. Right click the exe -> Properties ->compatibility -> run at 600 x 480. Might help.

253
DF Gameplay Questions / Re: Turning off immigration
« on: June 14, 2009, 02:54:55 pm »
Another thing to note: As I didn't get any children and believed the popcap to be at fault, I put the limit back to 200. A year later: Three dwarves get children.

254
DF Adventure Mode Discussion / Re: unconcious breathing
« on: June 14, 2009, 10:39:06 am »
It is commonly known that the Dwarven metabolism comes to a complete halt as a Dwarf loses consciousness. This can be observed if a Dwarf in Fortress Mode passes out in a river. In a procedure that is very similar to the "Schroedinger's Cat" theory, there is a set chance every moment that a kitten dies, jumpstarting his metabolism, which would then lead to drowning... Or something.

255
DF Gameplay Questions / Re: Turning off immigration
« on: June 14, 2009, 07:42:59 am »
That's weird. I set the baby cap to 100 babies and set the population cap to 10. After my first immigration wave, I played for six years without a single pregnancy.

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