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Messages - zilpin

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362
DF Modding / Re: scared by scarcity? try bog iron!
« on: February 18, 2011, 03:43:08 pm »
Last time I looked at Deon's raws, he turned peat into a stone and added the reactions to the smelter.

Using the new clay material type in a smelter reaction should be pretty straight forward.

To prevent it from being over powered, you may want to make it a process with multiple stages.
At new custom workshop, Sift Clay For Bog Iron with 5% chance of yielding Iron Ore (maybe Hematite, which closely resembles Bog Ore).  Always use up the clay.  Then the ore still needs to be smelted, and large amounts of clay will be consumed.


364
Life Advice / Re: I just don't care anymore...
« on: February 18, 2011, 02:42:08 pm »
I think you guys are giving the wrong advice. From my perspective his problem is not that he wants this girl and is in bad shape over it. His problem is that he is depressed as hell and hanging all his hopes and dreams on this girl he likes but has never approached. Fix the depression first, then go for the girl.

I concur with this.

You can not be a good partner to someone else, or even be good company to someone else, unless you can happily be with yourself.  Basic self-worth required.
It is a bit cliché, but true.


Have you considered some community service?
Volunteering at a soup kitchen (and elsewhere) did wonders for me in my senior year of hellschool er, highschool.
I felt like there was no point to anything, that no one could ever possibly want to be with me, that nothing I did mattered in the world, that I didn't matter.
Then, after a while there, what I was doing did matter.  Just a little.  Made the world a slightly better place.
Bringing a small light to bleakness made my own world brighter.

It's hard to get motivated, hard to get started, hard to see it as worthwhile, hard to care.
So just get up and F'ing do it.



365
DF Dwarf Mode Discussion / Re: Chasm Question
« on: February 11, 2011, 10:14:49 am »


They don't exist in worldgen, but you can still memory hack Chasms.  As many as you want.



366
DF Gameplay Questions / Re: Multi-Cored Processors and DF
« on: February 05, 2011, 04:57:29 pm »
Magma is so cheese I end up never use it.

Understand what I don't sentence this means it.

hlp pls.


367
DF Gameplay Questions / Re: Removing 'warm stone' designation
« on: January 26, 2011, 05:26:49 pm »
The game will no longer pause or zoom, but dwarves will still cancel digging, so you will still have to micro-manage.
IMHO you are better off leaving it on and micro managing it that way.

NO. Every single new warm square that's revealed will pause the game. So, if you have 40 already exposed tiles set to be dug with at least 40 tiles behind them yet to be explored, you will have to unpause 30 some odd times. It's horrible. Instead you can turn off the pause and just d->d once every 30 some tiles.


How exactly does [DIG_CANCEL_WARM:A_D:D_D] make the game pause 30 times?  Pause is turned off with this.


368
DF Gameplay Questions / Re: Bridge Flinging vs Dropping onto Traps
« on: January 26, 2011, 05:23:13 pm »
Series of channels.

I'm a fan of dropping them on upright spikes linked to a lever.

I also keep a special entry for Titans.
Hatch covers make a "bridge" 10 tiles long along a wall.  Link all hatches to lever.  Under hatches, cages traps. One tile away parrallel to hatch covers, constructed floor held by a single Support linked to a lever.
Titan walks across hatches, pull lever.
Titan falls on cage traps, pull next lever.
Collapse (may or may not) knock out Titan on top of a cage trap.
Titans can't be knocked unconscious. However, they can be webbed, although that requires you to make a GCS web your traps.


I always mod my Titans to be able to be knocked out from cavern collapses.
Beyond that, I tend to mod them to be more difficult.  Giving every Titan dragon breath makes them much more difficult to deal with.

Before you ask, yes you can mod Titans, with the right tools.



369
DF Gameplay Questions / Re: Ice/Water question
« on: January 24, 2011, 12:10:26 pm »

You can memory hack the tile to be subterranean indoors.

File Listing: Tweak for 0.31.18


370
DF Gameplay Questions / Re: Removing 'warm stone' designation
« on: January 24, 2011, 12:07:36 pm »
Alternatively, you can disable/alter the warnings in the init files, if I recall right. This may cause problems !!Fun!! if you're not very careful.

Somewhat correct.

Open the data\init\accouncements.txt file.
Find this line:
Code: [Select]
[DIG_CANCEL_WARM:A_D:D_D:P:R]Replace it with this:
Code: [Select]
[DIG_CANCEL_WARM:A_D:D_D]
The game will no longer pause or zoom, but dwarves will still cancel digging, so you will still have to micro-manage.
IMHO you are better off leaving it on and micro managing it that way.

371
DF Gameplay Questions / Re: What happens when you melt a bar?
« on: January 24, 2011, 11:57:05 am »
... I would guess that it returns fractional bars of that metal, the same result as the melting of any other metal object. It seems highly unlikely that it would separate an alloy into its components.

Correct.
Melting anything returns a portion of the metal it is made of.

372
DF Gameplay Questions / Re: Bridge Flinging vs Dropping onto Traps
« on: January 24, 2011, 11:51:35 am »
I'm a fan of dropping them on upright spikes linked to a lever.

I also keep a special entry for Titans.
Hatch covers make a "bridge" 10 tiles long along a wall.  Link all hatches to lever.  Under hatches, cages traps. One tile away parrallel to hatch covers, constructed floor held by a single Support linked to a lever.
Titan walks across hatches, pull lever.
Titan falls on cage traps, pull next lever.
Collapse (may or may not) knock out Titan on top of a cage trap.


373
DF Gameplay Questions / Re: Cages+Dwarves Question
« on: January 22, 2011, 10:39:33 pm »
I do wish we could designate Dwarves as criminals and have the Law imprison them (if a prison exists).

Until then, maybe...
1) Mod a material to have a Syndrome that causes dwarves to pass out.
2) Build a wall from that material, in the room of Urist McCage
3) Build Cage Trap in front of wall.
4) Lock Urist in room.
5) Save game, mod material of wall to evaporate at room temperature
6) Load game, tell Urist to decontruct wall
7) Urist takes down wall, rock evaporate, Urist passes out on Cage Trap.

374
DF Dwarf Mode Discussion / Re: I love you, armor!!!
« on: January 22, 2011, 10:32:50 pm »
Quality, not quantity.
Skill, not property.

Shields are essential.
Leather Robes help sometimes in some ways (but not much).

Mostly, train them up in a Danger Room.

375
DF Wiki Discussion / Re: Eugenics
« on: January 22, 2011, 10:06:45 pm »
I consider 100% survival rate the ultimate Megaproject.
Every Dwarf is sacred.
Every Dwarf is good.
My Dwarves are Swedish: they only die of old age.

...except Urist McSocklover, who just ran outside of his burrow to grab a {-left sock-} just after a dozen goblins and trolls decided to stop by for a party.
Apparently nothing nowhere nohow is forbidden to Urist.

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