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Messages - Heliman

Pages: 1 ... 168 169 [170] 171 172 ... 191
2536
DF General Discussion / Re: Thoughts on Adamantine
« on: February 27, 2010, 12:43:36 am »






2537
DF Gameplay Questions / Re: Keeping animals in pits
« on: February 24, 2010, 04:38:12 pm »
Use 2 non-pet passable doors in a row I guess.

2538
General Discussion / Re: Ding! just found my new favorate comic ever.
« on: February 21, 2010, 11:11:54 pm »
*pounds head on desk*

2539
General Discussion / Ding! just found my new favorate comic ever.
« on: February 21, 2010, 11:01:34 pm »
Anyone ever hear of Dr. Mcninja? He's a ninja and a physician and he gets into some seriously epic shit ALL THE TIME.

For, example there was this one time where he got a tip off from bruce lee from dracula's moon base, and well, let me just show you.

Yes, he just did that. He's fucking Dr. Mcninja, coming in web comics near you.

Hot damn Do I love this comic :'(.

http://drmcninja.com/issues/

2540
DF Gameplay Questions / Re: Killing things in cages
« on: February 19, 2010, 04:12:11 pm »
For the first Question, Unless it's nigh impossible to kill something that's in a cage unless it was wounded before entering the cage, is a trader that went berserk and tripped a cage trap, or a dwarf who either went berserk or violated a law.

For the second Question, The cage will NOT break if dropped 50 z-levels and the creature inside would remained unharmed.

For the third Question, the best way to move an animal from a cage to a pit is to build a cage structure containing the creature right at the edge of the pit, so dwarves don't have to move around with the creature in tow more than necessary.

2541
Lets face it, The Little questions thread has become a Big Bertha of a thread. Like all large threads, disagreements leading to various bouts of diatribes and banter seem to be becoming prevalent, which for a little question thread can become a bad thing, as some of the smaller questions may become overlooked.

Therefore, I propose that we make threads such as these to continue the pursuit of an answer without cramming it all in the Little Questions thread.

It would be nice to organize these in to a numerical listing for ease of access later.
(Hence, the "#1" in my subject title)

ANYHOW, the Statement:
Well there is a way to know if there's NO underground features.

  Currently all the main features (except for rare magma pools in plains) are in mountain regions. So if you haven't got a mountain as a part of your embark rectangle, you don't have any water.
  If you have a mountain tile or a few in your embark rectangle, the features like UG water/pool may be only under those tiles, so it limits the area of exploration drastically.

The Retort
Deon, I really don't think that they are exclusively found in mountain regions. The only feature exclusively found in mountain biomes is HFS.

I've found underground pools, rivers, and magma pipes in non-mountain biomes. I don't know where you are getting your information or how you can explain that. There is certainly no guarantee that he will not find any one of those features in any biome if he looks for them.

If you would like an embark file with underground rivers in the tundra, magma in abundance at the seaside, and aquifers under a glacier I'd be happy to oblige. Certainly the default settings tend to produce certain configurations, and some biomes and formations are likely to occur together. But less common combinations are not impossible.

That's the gist of it, so I wholly welcome both parties and anyone else with decisive information to contribute!

2542
DF Gameplay Questions / Re: Weapon Traps... How in the heck?
« on: February 19, 2010, 01:21:33 pm »
It's really either/or in that situation. mostly depending on wether or not you have enough weapon traps (PS, not all weapon traps need to have 10 weapons in it, that can turn into overkill.)

2543
DF Gameplay Questions / Re: Bled to death... for no apperent reason.
« on: February 19, 2010, 01:18:54 am »
Wow...seems dwarven justice is harsh, and invisible. Seems he was killed for a violation of a work order... yet he's alone in his workshop. Did the noble hire ninja's? I never seen this in my previous few games. Not played many, but my mayor seems to be throwing out mandates left right and centre. I won't be so quick to ignore him in future. But death for one missed work order? Seriously? 

*Victory Pump*

2544
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 19, 2010, 01:18:03 am »
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?


These don't make any sense.
Oh cmon.

Say you embark into an area that is one tile wide on your embark screen. after embarking, you are shown a small area  that is ground level of your map.
My first question is HOW many squares that area is.
My second is if you were to dig downward 1 level, HOW many spaces could you dig into?

2545
DF Gameplay Questions / Re: Bled to death... for no apperent reason.
« on: February 18, 2010, 04:27:41 pm »
Well work related accidents don't happen for jewelers or most any other profession, straight out.

Lets start over with a troubleshoot:

Do you have magma on your map?
YES/NO
           If so, is your magma able to be pathed to by your dwarves?
           YES/NO
                      Are their imps in said magma?
                      YES/NO

Have there been any cave ins in your fort?
YES/NO
           Have said cave ins occur around the time your dwarf died?
           YES/NO

Do you have nobles of any kind in your fort?
YES/NO
           Do you have a Fortress guard?
           YES/NO
                      Does your (z)Status screen under the justice tab show a violation of work a order?
                      YES/NO

2546
DF General Discussion / Re: [Quickfort] Version 1.08 released
« on: February 18, 2010, 02:35:11 pm »
Huh, I'm actually finding excel to be more intuitive than I gave it credit for.

2547
DF Gameplay Questions / Re: Bled to death... for no apperent reason.
« on: February 18, 2010, 02:34:12 pm »
Spirals are something that the player would probably notice.
Dwarves, unless purposely forced, will not fall asleep on a trap unless wounded, and if he was wounded it's more probable that whatever attacked him in the first place is the real concern.
Spikes just seem bleeding(ha) unlikely, because it those are things you usually notice activating because you activate them yourself.
If it was a fell mood the dwarf wouldn't have had time to get to his bed, fells are single-minded like that.
If it was an untamed animal, you would of noticed it from the large amounts of canceled tasks from dwarves running from the animal



That said, it seems that a hammerer pummeling or an unfriendly tamed animal is the only reason this could happen


2548
DF Gameplay Questions / Re: The Little Questions Thread
« on: February 18, 2010, 02:27:21 pm »
1:How many squares are one z-level of embark tile?
2: how many squares in that single z-level can I dig through?

2549
DF Gameplay Questions / Re: Bled to death... for no apperent reason.
« on: February 18, 2010, 01:38:22 pm »
It looks like a textbook RHA Syndrome.

Random Hammerer Attack Syndrome that is.

2550
DF Modding / Re: Are there any quickfort templates out there?
« on: February 14, 2010, 03:43:30 pm »
http://drop.io/quickfort#list/sort_by_name/order_by_asc/180
for quick fort stuff, I guess that's where it's all at, really.

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