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Messages - o_O[WTFace]

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196
Channel out a square, surround it with pumps, channel out some spaces directly behind each pump, power the pumps, smooth out or wall off the leaky aquifer stone, repeat as necessary.  You can also substitute immigrants for power.   

197
DF General Discussion / Re: no flux?
« on: January 05, 2011, 12:44:29 pm »
Dig down until you hit the red sea and look for marble.  I have played exactly one embark where there wasn't a layer of marble down there, and that was when I was specifically looking for a fluxless embark.  Generally its mixed in with or right above SemiMoltenRock. 

198
DF Dwarf Mode Discussion / Re: Has anyone tried duplicating the RAWs yet?
« on: January 05, 2011, 12:43:40 pm »
I played a duplicated raw game as a Fly adventurer yesterday.  I started with 350 speed and no items and I couldn't open doors, but I could fly with ALT+move.  Some kobolds ambushed me and I got beheaded instantly with an axe while trying to wrestle them. 

That was from duplicating the Toad entry in creature_amphibians or whatever file its in. 

199
DF General Discussion / Re: D&D with the skulking filth
« on: January 03, 2011, 05:43:07 pm »
Baby shields, a magma containment failure and various sorts of prisoners you can release to cause chaos. 

200
DF Gameplay Questions / Re: On making Dwarven citadels....
« on: January 03, 2011, 05:29:29 pm »
Danger Room. 

201
DF Gameplay Questions / Re: Bridges, cartoony traps and Caverns,
« on: January 03, 2011, 11:39:52 am »
A magma moat that you can drain and refill with the flip of a lever can be handy.  It burns off the mess and clothes while leaving goblinite ore. 

202
DF General Discussion / Re: Is there a dwarfmark?
« on: January 01, 2011, 11:28:13 pm »
The code Baughn helped with does incorporate multi-threading.  Therefore, the non-legacy version does benefit from multiple cores.

Yes, but by how much? From what I've seen, it's isn't much. Are there further plans for multicore support?

I think much of the graphics stuff is spun off onto another core (or the GPU?)  Also a second core can deal with the random background crap, OS business and allow you to play music in case the dwaven national anthem ever gets old.  The FPS boost is going to be small but probly larger then atomsmashing all that leftover rock. 

203
DF Gameplay Questions / Re: There are too many canaries in my coal mine.
« on: January 01, 2011, 10:03:19 pm »
Quote
Not for many years, and not even remotely near the place he died.

Thats most likely your issue.  Someone tracked around some decades old forgotten beast goo while picking up a web, then it got into a hallway and now everyone is covered in 10 layers of it. 

Alternatively those dwarfs and animals could have gotten infected wounds and all decided to drop dead around the same time? 

Edit: oops, I guess two different people are having two different mysterious death problems. 

Quote
large plumes of smoke

Wait actually I think thats the cause.  Smoke is unhealthy and fire is extremely contagious so that would explain any non combat deaths.  Can you give us more specific information or screenshots of these mysterious smoke plumes? 

204
DF Adventure Mode Discussion / Re: Adventurer Skills?
« on: January 01, 2011, 09:10:40 am »
Higher skill levels also take more experience points to get.  I generally skip fighter and wrestler entirely and mostly buy shield, dodging and armor use.  You can wrestle monkeys or groundogs to death for several fighter/wrestler levels each.  Attacking them with wooden training weapons doesn't work quite as well but its safer then real fighting and the targets usually last longer. 

205
DF Dwarf Mode Discussion / Re: Goblin loyalty cascade?
« on: December 31, 2010, 07:21:53 am »
I saw this happen once two, but not to a law giver.  Two squads showed up and immediately turned on their elite squad captains, then left as soon as they were dead.  Everyone involved was a goblin. 

206
DF Dwarf Mode Discussion / Re: Siege Frequency
« on: December 30, 2010, 09:42:44 pm »
You could kill elves and humans until they fight you?

207
DF General Discussion / Re: crossbows > war hammers?
« on: December 30, 2010, 09:25:49 am »
The crossbow has LITERALLY ONE THOUSAND TIMES the impact area of the war hammer (10,000 vs 10).  That means a crossbow is acting a little like an explosive shockwave in a confined area, liquifying the insides of whatever its hitting and causing way more internal bleeding.  My guess is it has way less armor piercing ability then the hammer though. 

208
DF Gameplay Questions / Re: Help! All of my dorfs have turned into Goblins!
« on: December 30, 2010, 08:28:25 am »
Take a look in the folder: raw/objects.  You should see a file called: creature_large_mountain - Copy.txt, move or delete that file.  Then gen a new world.  No idea how it got there, but I think thats whats causing your duplicate raw problems because there is already a mountain creature file with the same raw data.   

You can still attempt to play around with your crazy regions, set [TEMPERATURE:ON] to [TEMPERATURE:OFF] in data/init/d_init.txt file, then start up DF.   ^_^  Your gremmies shouldn't melt, at least. 

EDIT: Also, keep an eye on megaupload.  While I DL'd that file Norton Antivirus claimed it blocked some adware crap from some megupload popup. 

209
DF Gameplay Questions / Re: So, foot injuries still don't heal...?
« on: December 30, 2010, 08:11:29 am »
She is healing slowly because she is "slow to heal", and because the doctor hasn't treated her to failing to diagnose.  Either wait for a really long time, or get her re injured so the diagnostician can try again.  Have a splint ready in case she has a broken bone. 

210
DF Gameplay Questions / Re: A good way to train soldiers?
« on: December 28, 2010, 06:03:15 pm »
I have my soldiers wear 2 chain shirts and a breastplate.  Try setting your military to replace clothing with armor, maybe they are wearing to many shirts and coats to fit both? 

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