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Messages - o_O[WTFace]

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691
DF Modding / Re: Details on Thermonuclear Catsplosion?
« on: January 16, 2010, 03:15:24 am »
Clear out your data/objects folder (make a backup...) then reload.  Some things won't take effect until those are regenerated from the newly edited raws.  Try editing the cat body plan and just remove their lungs and/or throat.

692
DF Modding / Re: Not the usual question about sand
« on: January 15, 2010, 08:56:11 pm »
You could make the reaction not use fuel at all, I think.  Or you could have say, 1 unit of glass and 10 bars of X to produce 10 bars of Y.  So glass is required but it only ups the fuel cost by 1/10 per bar. 

693
DF Modding / Re: The biggest and well-balanced mod?
« on: January 15, 2010, 08:52:06 pm »
I personally like dig deeper, it adds a bunch of stuff.  Some of its new and interesting like orcs and Mithril, some of its just MOAR... moar gems, more food creatures, another type of indoor plant, etc.   

694
DF Gameplay Questions / Re: Stopping those pesky migrants...
« on: January 15, 2010, 08:28:32 pm »
I just draft them all and send them to wrestle animals and stuff.  Ideally, 20 migrants will face some hippos or elephants or whatever and wrestle them.  Your dorfs won't care at all unless they see them die.

695
From what I have seen and heard I would guess that:

-Trader profit influences trader happiness which is sortof a measure of how much they like you.  Killing traders and siezing their goods makes them significantly less happy (duh).  Happiness influences whether they show up at all, although probly not the quantity of goods they bring. 

-Triggers are just raw quantities and ignore profits and stuff.  If X dollars worth of your goods leave the map in a caravan, trigger condition X is met. 

-Offerings are tribute, or taxes or bribery or something to that effect.  They don't work because diplomatic relations have not yet been implemented and probly do very little.   

696
DF General Discussion / Re: Wrestlers.
« on: January 15, 2010, 07:37:42 pm »
Wrestlers do crazy ninja stuff, in addition to training fast and goblins being pathetic to begin with.  Even if they arent running around tearing things in half they can still break weapon arms and put holds on people.

697
DF General Discussion / Re: Worldgen cookbook
« on: January 15, 2010, 07:27:27 pm »
Well, increasing the elevation variance should help, as well as just increasing the number of subregions in general.  Also, I read somewhere that significantly decreasing the number of erosion cycles can cause mountains with soil layers. 

Also, I have a question.  What is the impact of more vs less years of worldgen history.  I know events happen and civs fight and get conquered and megabeasts die but:
1) will more years increase the average number of animals on the map?
2) will more years increase the number of skeleton creatures in evil regions?
3) in terms of say, the severity of goblin attacks, is there a difference between being next to one goblin tower with X population and being next to a dozen goblin towers each with X population?   

698
DF Dwarf Mode Discussion / Re: Dwarf has big hands
« on: January 14, 2010, 09:28:54 pm »
The only too much equipment trouble I have run into is when dwarfs try to use a crossbow while carrying junk in one hand.  Even then it could just be that they refuse to pick up ammo.  My guess is a dorf can carry any number of weapons in one hand but only use one per attack.  Same with shields, although mixing and matching shields and weapons could cause issues. 

699
DF Dwarf Mode Discussion / Re: What do you do with vendor trash?
« on: January 14, 2010, 07:21:02 pm »
I try and set up my fortress for maximum craft industry efficiency, since that and metalworking is where most of my hauling comes from.  Ideally all my craft shops are right next to the central staircase, arrayed around a quantam stockpile with an atom smasher set up right above it.  All around that is a big open stockpile, plus probly another crafts/junk stockpile on a floor i'm not using.  At some point there isnt much to buy from the traders, other then wood and turtles, but its still a good way to clear stone. 

700
DF Dwarf Mode Discussion / Re: Reducing Lag
« on: January 14, 2010, 07:03:53 pm »
Lag comes mostly from living things and liquids.  Set up traps to dispose of everyone's pets, put all non pets in cages or in meals.  Send out crossbow death squads to clear the local wildlife and dam your brook if you have one.  Also, if there is HFS on the map it will cause absurd levels of lag once the game starts worrying about it.  Objects sitting around cause lag too, probly best to just boil it all away rather then haul 30k of stone to an atom smasher. 

701
DF Dwarf Mode Discussion / Re: Artifact weapons
« on: January 13, 2010, 05:00:23 pm »
Hmm, how about an artifact quiver made with perpetually hot fire imp leather... loaded with wooden bolts that instantly catch fire.  What could be more dwarvenly then a fire launcher :P

... on the item is a picture of fire.  The fire is on fire. 

Anyway I have never tested it but I'm pretty sure an artifact bone weapon just isn't going to compare to a decent quality weapon made of ***  I would use it to make a noble suicide booth since it would massively add to the rooms value  when not in use  :D (right? Mechanisms seem to work at least...)

702
DF Dwarf Mode Discussion / Re: Booze of Doom (in Dig Deeper)
« on: January 11, 2010, 10:38:12 pm »
Lucky, the only times I ever got attacked on embark was 1) skeletal rabbits which were basically free wrestling practice and 2) a skeletal giant eagle who killed 6 dorfs and mortally wounded the 7th before being brought down by the remaining dog.  Everything else runs away from me for at least the first month :(

703
Obviously the traders turn around and sell all the narrow clothing back to goblins. 

g: wow where did you get all these nice clothes
H: Oh well, <fortressname> has tons of them

and so a hundred goblins come charging into a suspiciously empty hallway leading into the fortress and the cycle repeats itself. 

704
DF Suggestions / Re: Feces and Urine
« on: January 11, 2010, 04:06:36 am »
Call it "waste" which dorfs put into the sewage system using "waste receptacle" buildings and everyone can imagine that to be whatever they want, goblin chunks, leftover stone bits, poop, whatever.   

705
DF Dwarf Mode Discussion / Re: Captured skeletal giant eagle
« on: January 10, 2010, 08:49:12 pm »
Release it back into the wild once you have enough migrants. 

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