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Messages - BigD145

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7516
DF Dwarf Mode Discussion / Re: DF has invaded my mind.
« on: April 07, 2010, 03:38:29 pm »
I just had the following conversation:

Boyfriend: "Hey, want to see Avatar?"
Me: "Nah, busy playing Dwarf Fortress with myself."
Boyfriend: "..."

I was also dreaming about designating mining sections...

You have a strange love life. Good on you for avoiding Avatar, though.

7517
DF Modding / Re: Erk's small 0.31 farming mod (in devel)
« on: April 07, 2010, 02:11:39 pm »
I don't understand what everyone's bithching about the farming anyways. Way way back in 2d this was considered a feature.

It's a feature, not a bug. Thank you.

7518
Quote
You mean a uterus? Sack/uterus makes perfect sense to me.

That's a necklace with a female symbol an ankh.


The bag and male symbol are hardcoded to use the same tile. The necklace and female symbol are hardcoded to the other tile. The third is a leaf. You are now amazed.

Still looks like a uterus. *AMAZED*

Yes, you do have to blow them up to see the sex symbols.

7519
DF Gameplay Questions / Re: Screw Pumps
« on: April 07, 2010, 02:05:13 pm »
Yes, it has been confirmed. Pump stacks work exactly as they did in d##.

Are you sure? I heard someone confirm that they don't transmit power anymore, so you need a stack of gear assemblies to power the pump tower.

I have built them as I always did in d##. They work. I'm guess your "someone" didn't bother to channel that one tile under the pump.

7520
Giants are no longer transgendered.

Aw. The world needs at least a few of these.

7521
Oh yeah, my bad. However, the male and female signs are really weird, one is a bag ad one is a... Thing...

You mean a uterus? Sack/uterus makes perfect sense to me.

7522
DF Dwarf Mode Discussion / Re: New water system?
« on: April 07, 2010, 01:02:14 pm »
At least pumps still work like they used to.
Sorry, but you need to do something with gear mechs to transfer power... the old style screw pump tower doesn't work.

THE OLD STYLE OF PUMP STACK WORKS JUST FINE IN 2010!!

*cough* Excuse me.

7523
DF Dwarf Mode Discussion / Re: Going down?
« on: April 07, 2010, 12:58:21 pm »
My first real attempt to live in the caverns went from fun to annoying to downright brutal.  I quickly built some walls and doors; or rather, quickly ordered them to be built.  A giant rat managed to run all the way up the stairs and drink some booze before I could toss the new recruits at it.  Giant rat steak was just coming off the grill when a giant toad stopped by.  At this point I realized my doors weren't working and started replacing things with walls.  This was after the doctor had his head bitten off.  Now, comfortable but shaken, life returned to normal.  Then a giant bat thwarted my two-dimensional defenses.  After the massacre(s), I abandoned.

I'm thinking I'll go for a natural progression from above-ground to the top layers of rock, and then to the caverns.  There's enough ore and gems in the solid rock to get a fort really going, assuming we don't starve to death.  Once the army corp of engineers is sufficiently armored and trained, we'll begin systematically exploring, expanding, and partitioning the caverns for living and working spaces.  The "old" fortress will be maintained for whatever topdweller purposes we might have, but the real industry will go where dwarves belong.  Each successive cavern layer will be explored appropriately and converted for civilized life.

Doors work, but you need to lock them... except when those building destroyers come through.

7524
You're lucky (or unlucky, as you may see it).  I've got a 20-z-level vertical staircase straight down in the earth with multiple exploratory tunnels running out of it and I haven't found a single underground feature yet  ???.

I actually dug up into a mountain for my housing, figured there wouldn't be anything to get in the way there.
On average in my experience the first underground features start about 40 z-levels under.

They occur in a specific layer. I find them roughly at the halfway or 1/3rd mark when it comes to total layers in the region, but this depends on your world gen settings.

7525
DF Gameplay Questions / Re: Screw Pumps
« on: April 07, 2010, 12:51:23 pm »
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.

Yes, it has been confirmed. Pump stacks work exactly as they did in d##.

7526
DF Dwarf Mode Discussion / Re: I am so SICK OF GOLD.
« on: April 06, 2010, 11:26:27 pm »
In my experience, Gold is cursed. Sure, you start getting rich quickly, but then all of a sudden one of your Dorfs goes all "MWAHAHAHAHAHA" and takes over a furnace, making a gold spear of golden glory with menacing spikes of gold, decorated with gold and with pictures of gold engraved on it in gold. The value causes your fortresses wealth to shoot through the roof.

Then comes the immigration waves and giant sieges. You draft every non-essential dwarf into the military and try and arm them, only to realise you've been so busy digging out gold you forgot about the iron and copper, so you have to send them in leather or worse, armed with only their fists or picks...

That sounds like fun.

7527
DF Dwarf Mode Discussion / Re: Cave crocodile nervous tissue
« on: April 06, 2010, 07:37:05 pm »
Hmm... try to see if some dwarf will make somekind of artefact from it?

Menaces with spikes made from crocodile tendon.

Tendon is really good in Pho.

7528


(...would that make dwarves Mentos?)


I think surface air is Mentos.

7529
DF Dwarf Mode Discussion / Re: On the perils of Delving Deep.
« on: April 06, 2010, 07:29:00 pm »
Mine it out, put your nobles in their new royal quarters, open up fun stuff so they can watch.

7530
DF Gameplay Questions / Re: Windmills?
« on: April 06, 2010, 07:25:38 pm »
All the gear assemblies and shafts need power.

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