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Messages - silhouette

Pages: 1 ... 106 107 [108] 109 110 ... 124
1606
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 04:46:22 am »
Damn thought so.
Nah ild rather keep all the stone intact in little corners to use later..

Ild rather expand on what my sig says..
The damn fortress of rock crafts.

1607
DF Dwarf Mode Discussion / Re: ΘπÆ┼
« on: December 09, 2009, 04:07:29 am »
would be great, not complaining about m fortress current name and symbol which where randomly generated.

It matched up with the rest of my dwarven civilsation which is about the stars oddly enough o.O

1608
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 03:52:11 am »
Question for yagrum or anyone whos made a towercap farm.
Can towercaps grow when there is stone on the tile.

1609
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 09, 2009, 03:09:28 am »
*coug* the spheres *cough*
Not all or all happy go lucky...
Some are spheres of DESTRUCTION AND DEATH!

1610
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 02:50:17 am »
Yea i started with few trees aswell, only like 10-20 anually.
I still dont have any beds except the ones in my barracks lol.
Mine wont be over the magma p- wait a minute...
Actually it will.
what the hell.
Serriously what the hell.
The place where im planning it is pretty much exactly over the magma pipe, just a bit below.
if you under stand what i mean.

I was planning on making some sort of flinging tower.
Like have a bridge 2 z levels above a bridge and sort of time it so one bridge retracts while the other expands so it hits the thing im falling.
Going to be insane to actually make it work if it does work.

Yeah should be good for 10 drinks, your dwarves drink like 1 per drinking session, and they need it like daily, its best to just set your manager to continually order drinks to be brewed.

1611
DF Dwarf Mode Discussion / Re: ΘπÆ┼
« on: December 09, 2009, 02:43:19 am »
Code: [Select]
/▀▌╔═╦═╗
»═m╬m╬c║
\▄▌╚═╩═╝
This is the symbol for my fortress.
Damn cats and those monkeys.

1612
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 02:30:50 am »
It will be transformed to become inside.
(well in my version that happens)

Also @ yagrum (morrowind lol)
:O
funny as i was planning the EXACT SAME THING.
well mine will look differnt.

Mine has a few mountains, like 2zlvls only.
in a desert.
i have barely any trees
and am planning on diverting a river into my  tower cap farm...

42x81 squares.
That should be enough and i dont need any more ^^.
If i did ild make it much larger as that is only 1/4 of the designated area that can be mined out for further tower cap farms.

Also im planning on making a glass tower in the middle of my desert with a bridge that goes to nowhere and be basically an execution tower.
Aswell as making it spew magma (oh god thats going to be hard, so many pumps...)

1613
Dungeon keeper got screwed in dk2.
Serriously.
So many bad ideas.

Dk2 is an example of why you should keep the same people working on the project :O.

1614
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 09, 2009, 01:08:10 am »
Has anyone tried assigning all the wardogs to the butcher?  In theory the dogs and puppies will follow him around making butchery much more efficient.  If no one knows, I'll apply science.

I don't need the dogs for anything else.  I'm just using them for meat.  They're only wardogs because, well, wardogs can be assigned.

When assigned to a dwarf, do they pathfind, or just follow the dwarf?  If they're only pathfinding to stay within x tiles of the dwarf, that's not so bad.

I've got 18 female war dogs.  Can that many be assigned to a single dwarf?  If not, I could also put a few on the tanner.  He's usually nearby at butchery time.
That many can, and the puppies will follow. but i suggest doing this instead.
Make the animal trainer the butcher, that way you dont have to assign them and can then assign them to military dwarves in a time of war.

1615
DF Suggestions / Re: Digging designations copy/paste and mouse
« on: December 09, 2009, 12:29:19 am »
Use the universal codes not new ones...

shift c for copy
shift v for paste

1616
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 08, 2009, 11:34:07 pm »
Its a dwarven bedtime story.

There once was a dwarf called urist mcgeneric...
--
yada yada yada
--
An he set alight the beanstalk with the blood of armok! (magma)
And the cyclops burned and fell to the earth.
And armoks vengance was finally fufilled...

1617
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 08, 2009, 11:10:14 pm »
Although since having one right there from the beginning would be easy access to the sky, maybe it shouldn't be common.

And the liquid should probably be greenish, and ooze rather than flow.
Beanstalks should be rare and should flow water out, not ooze as its still water and is on the way to supply the beanstalk with water...

They should DEFINITLY be able to be lit on fire :D.
Armok bless the imp who fires a stray fireball at the base of the beanstalk.

1618
DF Gameplay Questions / Re: Oh righteous Christ...
« on: December 08, 2009, 09:49:06 pm »
well since you dont have bauxite i suggest that you download the mod which makes some rocks safe towards magma.

1619
DF Gameplay Questions / Re: breeding
« on: December 08, 2009, 09:33:48 pm »
Cave Crocodiles are resident and non-migratory, so if they're all dead you're not getting any more.

GCS are tamable, but don't breed.

Mod the GCS to be able to breed, then your good ^^.

1620
DF Gameplay Questions / Re: Simple Healing Utility
« on: December 08, 2009, 09:29:41 pm »
*dancing*

I hate you now for saying orz, i went and looked them up, i swear one day ill just start blurting out things like that.

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