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Messages - XSI

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16
DF Dwarf Mode Discussion / Re: well, that was unexpected
« on: March 23, 2010, 02:56:43 am »
You just know this is jurrasic park waiting to happen.
But most mods that add difficulty just forget about the funhouse, the poor clowns are left exactly as they were in vanilla, and as such may come out horribly underpowered compared to new aboveground things.

I suggest modding in a fourth clown, a many-armed, ever-burning and amphibious clown, combine the good parts of them all for extra Fun.

17
DF Gameplay Questions / Re: Dirty-Rotten-Baby-Bagging-Goblins!
« on: March 22, 2010, 07:48:20 pm »
He shouldn't run if it's caged, but activate him temporarily for the military and he will not run for any reason.

In fact, he will become closer to having a death wish then some may want, and he will try to beat up the goblin instead.

Since you mentioned it was getting into a hole, I recommend dropping large amounts of any liquid into it, though magma is preferred.

To easily pit animals and prisoners from a cage, build the cage near the hole(1 tile away), and then set what's in it to be pitted. I've personally had a 100% success rate with this.

18
DF Gameplay Questions / Re: civ leaders
« on: March 22, 2010, 02:36:42 pm »
http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&hl=en&pli=1

Theres a whole section for healthcare, I don't know exactly which skills there are, but there was mention of a chief medical dwarf, probably the leader of the health care department, and doctors, apparently do this.

# Doctors can "prescribe" treatment, such as bedrest, using splints for broken bones, amputation for infected limbs, and surgery

    * Doctors will set bones for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise rotting tissue and amputate limbs too rotted off to save.

From this, I assume these skills are probably in.
Diagnosing(Has been mentioned in dev logs)
Walking with crotches/splints(Mentioned in devlogs)
The rest here is speculation.
Surgery
Amputation(might be under surgery, I dont know)
Bandaging
Fracture setting
And probably a sanitation related skill.

19
DF Gameplay Questions / Re: civ leaders
« on: March 22, 2010, 11:02:58 am »
I haven't seen it before, and haven't heard of it yet, but with the details in dwarf fortress I wouldn't think it's impossible.

After all, there's going to be 7(?) health care jobs next version, I wouldn't be surprised if it turned out the dragons coming to your fort as megabeasts just wanted to come trade, and your dwarves attacked it, and possibly stuffed it into a tiny cage.

That's why I had the part of 'as far as I know'. I wasn't sure.

20
DF Gameplay Questions / Re: civ leaders
« on: March 22, 2010, 10:53:22 am »
Dragons can not be civ leaders as far as I know, just demons(Regarding megabeasts only).

When the dwarven king dies he's dead, no replacement, though this will most likely change in later versions.

21
DF Gameplay Questions / Re: Ans anyone attempted a Borg?
« on: March 22, 2010, 06:33:53 am »
I don't think anyone ever tried that, dwarves can take care of themselves pretty well. Just make sure the game doesn't pause on finding microcline or other small things and you will be fine just letting DF run.

The only real things I see as needed if you're attempting to make an AI play would be for it to set all dwarves inside orders on sieges, and to pull levers in a few cases. Maybe assigning jobs to migrants but they usually turn into haulers anyway.

For the rest, dwarves can handle themselves, just get them enough designations and some orders in the job manager. I've had a fort run for 5 hours without incidents that way.

22
DF Dwarf Mode Discussion / Re: Areas with a lot of resources...
« on: March 22, 2010, 06:24:20 am »
Can I just mod out the boring stone? Because I am sick to the back teeth of playing "Farm Fortress".

Yes, it is possible to mod out some stones and layers of stone you do not want. However, you can not remove all stone layers, as the game will then give you a placeholder 'stone' material.

I think it was just deleting the raw files of the stone you don't want and generating a new world, but remember to make backups first.

23
Now this is an interesting thing to do. I'll start a quick fort to try it out tomorrow. This can be very interesting indeed. If it works, I'll build a tower out of pure adamantine, then collapse it, and route magma over it.

I think it's a goblin because an archery target only lets one dwarf use it at a time, a goblin can be shot at by as many dwarves as you have in range.

24
DF Dwarf Mode Discussion / Re: Most Illogical, Captain
« on: March 21, 2010, 06:55:37 pm »
Just thought of another one.

Kobold thieves and goblin invaders, the goblins don't even notice if a kobold steals the weapon from their hands, the arrows from their quivers, and I've seen cases where the armour the goblin was wearing was stolen. How can you not notice a single kobold stealing the clothes you're wearing when you have a squad of 5-10 trained and armed friends with you?

25
DF Dwarf Mode Discussion / Re: Most Illogical, Captain
« on: March 21, 2010, 01:27:44 pm »
Dwarven army needs sparring dummies badly!

http://df.magmawiki.com/index.php/Elves

As for my experience with stupid AI, dwarves running away from groundhogs. Hunter interupted by groundhog. Or when a hunter sees anything other then his target, and kills them. Once he dropped his target kill off, surely he goes back to fetch the others to prevent wasting ammo?..Nah, just let them rot.

Another thing with hunters, I've had one dive into the magma pipe to retrieve a dead imp he shot moments before, that's not the best idea a dwarf ever had.

26
DF Gameplay Questions / Re: Abandoning Deconstructs?
« on: March 21, 2010, 01:07:29 pm »
Regular traps are off by default(Cage, weapon, strone), but levers and I think pressure plates are on as well. This has been used before by people to make adventure mode forts, the best adventurers are designed by players, since players can be creative, certainly more so then a game.

On abandonment or last dead dwarf, every building stays as it is, while every item(Rings, bracelets) will be scattered around the map. Artifacts in bins stay in bins, artifacts out loose will be lost.(Not 100% sure on the artifacts bit, but that's what I've found when I tried to place a steel artifact spear somewhere easily accessible for an adventurer.)

27
I haven't had anything like that happen, what's it worth?

Considering he put together enough gems to fill up a full square(Which can hold dragons) and then decorated it with most likely a lot of other things, I'm sure he deserves to be proud of it.

28
Those 3 imps will be the only ones, unless you choose to do it the Fun way and mod fire imps to have genders and offspring.

I suggest you cage them, fire imps can be used creatively in some traps, and if a hunter somehow brings one home the butcher might catch on fire. As it's an open magma source, I suggest you make sure your dwarves can run into your fort really quickly, imps have been known to start wildfires that kill all dwarves if you're unlucky.

Fire bad. Magma good.

29
DF Dwarf Mode Discussion / Re: My noble likes what now?
« on: March 20, 2010, 05:52:17 am »
Some nobles also like adamantine. And they will mandate it, even if there is no HFS on the map and there is no way to get some.

I don't think I've ever seen a dwarf that liked goblins.

And congratulations on your first noble, the dungeonmaster is the only one that's actually useful. (Unless you count the philosopher as dedicated lever-puller). Since it's your first, I suggest you look at what she's wearing, dungeon masters have been known to go around wearing nothing but cloaks.

For the mental image of a dwarf with no pants at all, it can be safe for work, I imagine them wrapped around the dwarf like a toga with multiple parts.

30
DF Adventure Mode Discussion / Re: How to get dwarven armor?
« on: March 19, 2010, 07:34:35 pm »
You can retire any dwarf adventurer in a civilisation, and when you get him back he will have fitting armour for the civilisation you retired in. At least so I think, I haven't tested this much as my adventurers never last long enough to retire.

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