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Messages - Shiv

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451
Always been a big fan of the narrow giant cave spider clothing the goblins drop.  600 or 700 a piece and completely useless other wise. 

452
DF Gameplay Questions / Re: Siege operator, sans a hand?
« on: July 19, 2009, 11:50:39 pm »
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As a sidenote, what tileset is that?

Mike Mayday's

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So, she's pulling the ballista string back with her TEETH, now?

Don't care how she manages to do it, so long as I don't lose a legendary siege operator out of it. 

453
DF Gameplay Questions / Re: Siege operator, sans a hand?
« on: July 19, 2009, 08:21:33 pm »


Like so.  Unfortunately I got this screenshot at the blink when her clothing (glove in this case) wasn't visible but it's sitting at the tip of the ballista on the right.  I don't know how (or why) she pathed up there (especially since I restricted that entire top row after the first person got injured at the same point) but that's where I found her and her hand (which was carted off to the morgue of all places).

454
DF Gameplay Questions / Re: Skylight question.
« on: July 19, 2009, 07:40:26 pm »
Oh, interesting.  I did something similar to that at one point in time but when the bridge was lowered it was still counted as 'light' so I scrapped the ideal.  Didn't know about the rest of the story at that time, though. 

455
DF Gameplay Questions / Siege operator, sans a hand?
« on: July 19, 2009, 07:22:21 pm »
I don't know how they do it but every now and then one of my siege operators will hurt themselves.  They have a line of fortifications directly in front of their practice equipment so they can't go down range, but they still manage do hurt themselves on the ballistas from time to time. 

So far it's only two, but that's 2 out of 5, I'm running low on operators!  So the first one hurt her head, took off an ear, not worried about her.  She'll heal.  The other one that just happened, though, took off a hand.  She still has her right hand, but her left hand is completely gone.  When she heals, can she still operate the equipment?  If not (and she's legendary unfortunately) could she still haul objects around and what not or should she have another accident in the future?

456
Can a soldier pull a lever?

457
I don't think I explained it well enough.

I want the soldier to walk into the room.  When he walks in, the grate he used to walk in dissappears.  There's no water involved.  Essentially he's just isolating himself so he can't path out of the arena.

I suppose it would've been better done with walls instead of channels and a door instead of a grate.  Then I could just forbid the door.

458
DF Gameplay Questions / Re: Skylight question.
« on: July 19, 2009, 04:42:23 pm »
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Is making glass a problem (sand present)? You could cover the skylight with glass and they should be fine in a siege.

No sand, so no glass.  But how would covering the skylight fix the issue?  I'm not concerned about goblins firing down (the skylight is so far up that the z-levels alone solve the problem), I'm concerned about them being stuck in the upper part of my base during a siege when I still want them to path to the lower part.

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It won't work - the stay indoors option doesn't affect pathfinding, it just screws things up once a dorf walks outdoors. You have to make it so the dorfs won't try to walk through the outdoors area, and that means either giving them a more direct / higher traffic route, or walling off the outdoors route entirely.

I don't understand.  They don't seem to go outside when I have 'dwarves don't go outside' enabled, so I would think that it would work.

459
Currently you can either make it so they step on it and it triggers the trap, and then they step off and it resets itself, disabling the trap (resetting it).  Or you can have it do it once, and then the whole plate self destructs. 


Instead, I want my soldier to step on it, the grate to dissappear behind them, and then reappear when he steps on the grate again.  But I can't seem to get this to happen, and soldiers can't (or don't appear to want to) pull levers, so is there a way to do this?

460
DF Suggestions / Re: Saving task lists
« on: July 19, 2009, 01:45:48 pm »
It'd also be nice if you could do 'repeat X amount' as well. 

461
DF Gameplay Questions / Re: Skylight question.
« on: July 19, 2009, 12:48:51 am »
Was afraid of that...so instead I'll just work around it.

I have my main traffic area shaped like a diamond.  My initial idea was to have the whole skylight encompass the stairwell, instead I just made it cut off the top part of the diamond so they have to walk through it to get to the meeting area.  They can still go around in case of siege, but hopefully by zoning the area with the skylight as high traffic, they'll go through the skylight in normal times instead of avoiding it (if they're already cave adapted) entirely.

462
DF Gameplay Questions / Skylight question.
« on: July 19, 2009, 12:27:35 am »
If I make a skylight into the middle of my base, over the stair cases to go down, will that prevent them from going up? 

Because they're starting to get the cave adaptation problem but I need them to still go up that staircase, even in a siege.  So I was wondering if they'd pop up onto the tile from below, realize it's outside, then path off to the side and not be able to get back down stairs.  Or will the AI take that one tile jaunt to get to another section of the base?

463
DF Gameplay Questions / Re: Questions
« on: July 19, 2009, 12:22:19 am »
Yah sometimes you have to give a ridiculous amount of profit.  One time the trader wouldn't accept my deal even with a 3000 profit; he kept demanding items that would set him well up into 5000 and I wasn't happy with that.

Normally 600 is good enough for a trade, but some merchants are just asses.

464
DF Suggestions / Re: Saving task lists
« on: July 18, 2009, 09:42:40 pm »
Well crap.  I actually know how to spell queue but for some reason opted out of the last 'ue'.

Guess that's what you get for not proof reading.

465
DF Gameplay Questions / Re: Pathing tricks?
« on: July 18, 2009, 06:46:15 pm »
Ok so I have a fireman hiding out in the tube that I used to dig up and find the cap to the magma pipe.  I saw him at one time, and went 'meh, why bother?'  Well, Urist McPyro decided, for some reason completely unbeknownst to me, to saunter up into that tube for...something.  There's absolutely nothing over there and it's a ridiculously convoluted path to get over there, but he managed it. 


So I forbid his corpse and am trying to prevent future incidents from happening, so I figure I'll just destroy the stairs.  My question is, if I tell my miners to remove the up stairs/ramp, will they remove them from the bottom, the same tile, or above where the actual stair case is?  The common sense answer is below, or on the same tile, but....this IS dwarf fortress after all.....

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