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DF Bug Reports / Re: DF2010, Channels make ramps instead
« on: April 05, 2010, 01:44:10 pm »
Whether this is a bug or not, it was much better before.
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IIRC he got over that almost immediately. Though it did perhaps afford the boat just enough time to make a getaway. It was never specifically explained why Cthulhu wasn't unleashed on the world that day, but my bet is that it had more to do with disrupting whatever the cultists had planned than the damage one little steam yacht could do.You can beat Cthulhu by driving a boat through him, apparently.Sort of, he can never really die in the same sense well all know it. Just forced to take a nap.
Though I guess if it becomes possible to specifically stab out something's eyes first the stonegaze stuff would probably be a functional alternative there but there's not a defined spot on Cthulu that I know of that you could cripple to be mentally safe.There's an easy solution, just cut out your eyes.
Here's the list of tags that can't be used on the caste level:The number of tokens that are creature rather than caste specific is very small. Creatures handle the overall name, biome, whether the creature is considered fanciful/doesn't exist (for art), vermin information (so, no, Fault, sorry!... too much depends on that right now), whether groups hang together closely, whether it is mundane (from real Earth for age name purposes), population information including good/evil/savage, if it is equipment, sphere information (not sure how long that'll last, but there were annoyances), and that looks like it (they also have some general categories that have caste overrides, like child names and speeches for adv mode). Everything else, including body information, is held in the castes.
So it looks like a creature CAN have sentient and non-sentient castes. Don't know what kind of results you'd get using such a creature in Fortress Mode, but it'd be interesting.
Technically you do the same damage over any area, but "damage" has a slightly different meaning. slicing someone open could be the same amount of "damage" as a large bruise, just concentrated on a smaller area.By that logic, stepping on the floor does the same amount of damage as stepping on a tack, and I can tell you first hand (or foot) that isn't true. It's the same amount of force, sure, but damage only happens once the force on a given area exceeds its structural limits.
Ha. Like they haven't done this with all their gamesMorrowind just didn't have the visual definition or art style to make -anything- sexually appealing whatsoever, so it was fairly downplayed compared to Daggerfall (which was fairly shameless about using it) or Oblivion.
I cameHad to.
I'm pretty sure that will stay "floating", as they are connected by a floor/ceiling layer.Code: [Select]~O~~
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Will it sink to the bottom, or stay floating there?
Perhaps is the dwarf take the shortest path amongst all the open adjacent tiles. So for example a dwarf that is to the east of the construction would path to the east side and stand their when building. This would essentially keep them on the side of the construction that they started on which is presumably the safe side. I can envision scenarios ware this would still fail but it would probably be a lot less often.Yes, that would be a pretty decent starting point. Unfortunately I suspect it would be alot harder than it sounds, since at present jobs choose dwarves, not the reverse as you would expect. And each tile is a separate job.
I think he may have meant so the stones don't get trapped in the impassable tiles.In the 2D version (which I played only recently) exactly that would happen. And boy was it annoying.