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Messages - Loyal

Pages: 1 ... 14 15 [16] 17 18 ... 32
226
DF Dwarf Mode Discussion / Re: DF2010 Giant cave spider skil farm?
« on: April 13, 2010, 12:40:44 am »
Quote
Don't you know that we have a prima facie duty to do the most dangerous work for the least profit?
That's what we have megaconstruction projects for, silly.

227
DF Dwarf Mode Discussion / Re: DF2010 Giant cave spider skil farm?
« on: April 12, 2010, 12:39:56 pm »
GCS silk isn't worth nearly as much as it used to be anyway.

228
DF Dwarf Mode Discussion / Re: Militant Migrants?
« on: April 12, 2010, 10:52:11 am »
Migrants have a lot of random-level skills of random types. I just got a Novice Organizer who apparantly served as a hammerdwarf, and a High Master Blacksmith with ranks in Growing.

229
DF Dwarf Mode Discussion / Re: Making it harder
« on: April 12, 2010, 10:12:08 am »
Btw if a dwarf gets killed in a haunted biome isent he supposed to change into a undead?
No such condition exists, but it would be a nice init option.

230
DF Dwarf Mode Discussion / Re: Hello my fellows, care to help?
« on: April 12, 2010, 08:47:17 am »
That said, there's nothing better for learning than spending 30-45 minutes building a custom embark that you think will be the awesomest settlement ever only to run into complete and total ruin Fun.
What, you don't save your embark profiles?

Hell, in 40d I ended up having multiple profiles saved for woodland, mountain (with or without magma), desert, and Evil biomes.

231
DF General Discussion / Re: Is it finally time to stop the elf hate?
« on: April 12, 2010, 08:43:14 am »
Is it finally time to stop the elf hate?
No.

Perhaps it's time to stop the hatred.
No.

War bears and war elephants can help us put the past behind us, no?

No, but they can help put the elves beneath us. And by beneath us I mean in shallow graves, and by shallow graves I mean we're killing them and turning them into ☼Elf Bone Bolts☼ to kill more elves with.
Son, I think you have some issues you may want to have looked at...

And no, I don't mean "issue a stream of lava at the problem" either.

232
DF General Discussion / Re: Is it finally time to stop the elf hate?
« on: April 12, 2010, 12:48:07 am »
Should be worth mentioning they often bring five times more wood than I could ever milk out of the dorf and human caravans.

On a treeless map, the elves are basically your salvation.

Do humans bring anything useful anymore? Between dwarves bringing some basic supplys, and elves bringing good stuff like MASSES of wood, enough cloth to last a life time and animals to spare, whats left for humans?

Although if they bought thread in bins I would be happier.
I always used Humans to supplement the metal bars and booze that I would also ask of the dwarven caravans. The humans never brought anything that couldn't also be provided by the elves or dwarves, but they did bring useful things nonetheless.

Also, cougar leather.

233
DF Dwarf Mode Discussion / Re: uhh... glitchy thing...
« on: April 11, 2010, 09:55:07 pm »
Doubly so when the mod or utility was designed with a previous version in mind.

234
Perhaps after a few more such statues you should check and see if she still detests the creatures.

235
Quote
guess I'll have to have an entire squad dedicated to protecting my booze.
Ideally, this would be the case anyway.

No dwarf would ever complain of being stationed outside the Beer Vault.

236
DF General Discussion / Re: (spoilers) new name for the clown car
« on: April 11, 2010, 07:27:53 pm »
Quote
...How about canvas? It fits with the whole 'adamantine=circus' bit.
...That's ridiculous.

I never really understood the idea of making a big hush-hush spoilery thing of the demons and adamantine. For starters, they're deep enough as to almost never appear unless you're actually looking for them (very rarely: exploratory mining for other metals if your fortress has actually managed to go long enough as to exhaust the upper levels). On top of that, Dwarves occasionally have preferences for one or the other. "Corrupt Intentions" and "terrifying features," anyone?

Plus, the only thing accomplished by fussing over what we're calling it, is causing the uninitiated to grow curious and search about the wiki for it. Spoilering by proxy, if you will.

237
STRIKE THE EARTH
[dorf]
FLOOD THE WORLD

AN AMBUSH
g g g g
CURSE THEM!

238
DF Dwarf Mode Discussion / Re: New Trainables!
« on: April 10, 2010, 06:38:56 pm »
I wonder if [trAINABLE] itself means something different now.

239
DF Dwarf Mode Discussion / Re: I want gold weapons.
« on: April 08, 2010, 11:27:25 pm »
go into the metagloss file for your metal ores, find gold, and add the [WEAPON] tag to gold.  that worked in the old version, should in 31.01.

If you're going to do this, increase the Impact Elasticity higher. A lot higher. From about 600 to a bit greater than lead actually [I have mine around 4000]. Or else you're going to be finding foreigners with gold warhammers going to town on your populace.
What determines what material invaders will use in their weapons now anyway? In the old version it was based off damage value + whether or not the entity had METAL_PREF, but it's not so simple anymore...

Or will they simply choose randomly from every not-deep weaponable metal in the raws?

240
DF Gameplay Questions / Re: Screw Pumps
« on: April 07, 2010, 10:12:10 am »
Actually, Screw Pumps reset pressure to their own z-level. For pumping liquids up multiple z-levels, one screw pump per level is required. It's not yet confirmed whether it's still possible to stack them, but I imagine it still works fine.

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