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Messages - caknuck

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226
DF Dwarf Mode Discussion / Re: dfhack for .13 is up
« on: September 21, 2010, 06:22:36 pm »
Thanks for posting this, OP. I've been meaning to d/l dfhack, but haven't gotten around to it. Now I don't have to expose myself to those filthy bastards in the mod forum.

227
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 21, 2010, 05:44:17 pm »
Now that my ideal embark location has been cleared of its squatters, seven intrepid pioneers have been dispatched to found Granitemaw.

The miners have dug out the primary workshop block and are working on the stockpile are 1 z-level above the work area. Next on the list is the founders' bedroom block, the magma forges and the danger room.

228
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 20, 2010, 01:27:31 am »
Well, I had a marksdwarf adventurer serve a bismuth bronze bolt eviction notice to the family of giants squatting on my future fort's embark site. When the giants gave their rollcall of victims, one of then listed the king and queen of some dwarven civ. After taking out the giants, he wandered around looking for a human settlement -- the four giants left him one notable kill short of an extended name. He slaughtered several sasquatches before a unicorn badly wounded him and a pair of giant scorpions finished him off. Either way, I'm re-embarking tomorrow night.

229
DF Adventure Mode Discussion / Ultra-pacificist humans
« on: September 17, 2010, 04:53:34 pm »
So I genned up a world in .13 and ran into an issue with a nice prospective fortress location being the home of a family of giants. So off we go with a little adventurer-served eviction notice.

Buuut....

On my way to the site, I ran into a little human sprawl. So, axe in hand, I step into the first cabin. There's maybe 10 of so humans hanging around inside minding their own business. So I cut the first one down, expecting the zerg rush to start. But it doesn't. So I cut down the second. And the third... And then the second cabin, followed by a few more.

And the rest just stand idly by, waiting their turn at the axe blade. Except for the last one standing in the cabin, they get all sorts of gouging and limb-breaking fun, too.

Now the new mechanics don't make NPCs notable right away, listing them as "Human Weaver" etc. So I pause part way through the slaughter to strike up a conversation (just so this massacre victim counts as a notable kill). So off we merrily chat, and he tells me about his family and the surroundings, despite the fact that I just lopped off his lower arm. And then I kill him and the rest of his family.

Man, Adventure Mode *is* (temporarily) broken.

230
DF Dwarf Mode Discussion / Re: Epic artifact is EPIC!
« on: September 17, 2010, 12:40:22 pm »
"We named the dog Indiana."
"I loved that dog. He was delicious. I'm wearing him right now!" (shows off -dog leather loincloth-)

231
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 16, 2010, 03:42:05 pm »
Genned a new fort with a primo location: volcano, flux, sand, river, far enough away from sprawl (.13), two biomes with high savagery.

So we struck the earth... Just over a ridge from a cave inhabited by a family of four giants. Two of them have earned titles during worldgen.

For kicks, I unforbade one of the giants' large topazolites. Fun ensued.

So now I have to decide to send in an adventurer to clear the giants out or to re-embark and bait them into a line of cage traps. Suggestions?

232
DF Announcements / Re: Dwarf Fortress 0.31.13 Released
« on: September 15, 2010, 09:36:47 am »
I noticed that the liquid contaminant spread bug wasn't addressed in this release. Please tell me that this is at the top of the list for .14

233
I'm going to install this mod, create an adventurer and gouge out the eyes of elves with my schlong.

234
DF Dwarf Mode Discussion / Re: Embarking on a mountainside Volcano
« on: September 14, 2010, 09:25:07 am »
Use the wood from the wagon to build a bed or two

235
DF Dwarf Mode Discussion / Re: Reg
« on: September 14, 2010, 09:23:38 am »
Why am I picturing Reg wearing a yellow jumpsuit bashing his way through a mass of goblin Yakuza?

236
"Ability Activate: PREHENSILE COCK!"

237
-Only if they come bearing booze, seeds you want or plants

Or exotic animals. If you're lucky (and not too generous when trading), elves will bring all sorts of exotic creatures. For the price of a few exceptional microcline trumpets, you may be able to buy things like giant lions, saltwater crocodiles, elephants or any of the several varieties of gibbons.

I gots me some jungle elves in my current game.

238
DF Suggestions / Re: View animal gender and issue slaughter orders in cages
« on: September 09, 2010, 06:09:38 pm »
This makes sense.

While we're on the topic, can't the animals in both the units screen and the assign screen for chains/cages be sortable? Or at least sort them by species by default (instead of game object age)?

(fixed bad wikicode caused by posting this from my phone)

239
DF Suggestions / Re: Expanded options for wells
« on: September 08, 2010, 04:19:15 pm »
The menu is already there. This would just add more functionality to it.

240
DF Suggestions / Expanded options for wells
« on: September 08, 2010, 04:11:38 pm »
m: Set as meeting hall (Y)
d: Allow drinking (Y)
c: Allow cleaning (N)
f: Allow fishing (N)
w: Allow wishing (Y)

This would let us specify wells for specific tasks, mainly to prevent contaminants from being tracked through high traffic areas and/or polluting drinking water supplies.

The final option would only be enabled when the economy is activated. A dwarf would be able to drop a coin in the well to generate a happy thought.

Feedback?

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