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Messages - Beeskee

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466
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 07, 2010, 04:57:34 pm »
Actually, if you are really obsessive, there is something similar to burial you can do, but that would be a mega project:
[cut]

It's a good suggestion, but I need to start a new map anyway for the vermin removal reaction. Plus the "friendly" goblins drive off the dwarf caravan, and I still get goblin sieges instead of goblin caravans. I'm disabling sieges in init also until military actually works and my butt heals from the last raping I received from the overpowered siegers. :P :D  Two friendly goblins died so far, but they were taking on 10-15 ambushers solo, since the friendly ones are all spread out across the fort.


Another quick question while I am here: I disabled invaders in init, is there anything else I need to do to make the goblins trade with me? So that they will at least be useful if I can't fight them.


Edit: An easier way to do the custom grave thing would be to channel 1 tile holes, designate them as pits, and pit the desired corpse, then floor them up afterward. Requires unoccupied space below, of course.

467
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 07, 2010, 02:14:11 pm »
That really sucks, I was hoping to enshrine the dwarfs that died during the first siege. :(

Oh well, thanks for your help. :)  This was a sweet world, too. No elves survived world gen.

468
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 07, 2010, 01:47:31 pm »
I reclaimed a fort in the new version, however I can't seem to get my dwarfs to bury the old batch of dead dwarfs. How do I get them to bury the dead?
(I was  wiped out by an 11-goblin siege. They killed over 100 dwarfs plus 20 war dogs without taking a scratch. Now they are friendly and have wiped out a number of ambushes, with only 1 friendly goblin getting a tiny scratch on her cheek. Heh.)

469
DF Gameplay Questions / Re: 40d19 restraint room question
« on: May 07, 2010, 04:26:35 am »
If you mark a cage or chain as a room and assign it to someone, it will be treated like a personal zoo for them, one they can freely visit. (And leave)

If you mark the chain as "used by justice" it will be used as a prison for lawbreakers.

470
DF Gameplay Questions / Re: Constructing with blocks
« on: May 06, 2010, 12:21:28 pm »
I considered, briefly, building an outside trade depot (building/tower not just the depot itself) out of petrified wood blocks. I couldn't get enough of them, though. :(

471
DF Gameplay Questions / Re: Constructing with blocks
« on: May 06, 2010, 11:54:30 am »
If blocks are only useful for construction, and blocks fit in bins ... then let's say I need to construct a large wall.  Can I get my dwarves to haul the blocks up in a bin, to perform the hauling more efficiently?

To answer your question, yes you can. Designate a block/bar stockpile near your mason workshop, then when you have a full load of blocks, make another bar/block stockpile near where you want to build, and undesignate the first stockpile (or set the second one to "take from" the first one, though I've heard take from is not working right in the new version)

472
General Discussion / Re: Stephen Hawking is afraid of aliens
« on: May 06, 2010, 10:06:14 am »
Yeah, any species that could cross interstellar distances, FTL or no, isn't going to do it just to come here and take our stuff. (Edit: It would be like spending a trillion dollars to rob a convenience store's "free penny" dish.)


On the other side, I consider it perfectly possible that they may come visit so they can get an updated version of Dwarf Fortress. :)

473
General Discussion / Re: Stephen Hawking is afraid of aliens
« on: May 05, 2010, 09:51:52 pm »
Oh, and the proton may be unstable. :)

Eh? As in "prone to spontaneous breakdown not entirely unlike radioactive decay" unstable? Source?


Possibly, but if so, the half-life is greater than the age of the universe.

http://en.wikipedia.org/wiki/Proton_decay

Aha. 6.6x10^33 years.

Aka 6,600,000,000,000,000,000,000,000,000,000,000 years.
We're at 13,750,000,000 years currently.

So I wouldn't recommend holding your breath or anything. ;)

474
General Discussion / Re: Stephen Hawking is afraid of aliens
« on: May 05, 2010, 06:15:28 pm »
I feel we should be looking for other intelligent life. Like it or not we've been sending out signals for quite a while now. Not just radio and TV signals, but also surface nukes. (wars, tests) That's a big "there's something interesting here" sign right there, to anyone looking.

As far as the crunch/rip thing goes, depending on curvature of space we may get infinite expansion or an eventual collapse. A more definite certainty is the heat death of the universe, as eventually new star formation will cease.

Oh, and the proton may be unstable. :)

475
DF Modding / Re: Vermin to Coke reaction
« on: May 05, 2010, 02:40:03 pm »
you also add to the civ entity... the tag that lets them use the custom reaction, recheck the guides

I found it, thanks.

Just an FYI, "entity_default.txt" is the same number of characters as "recheck the guides". Odd coincidence. :)  The Reaction Examples page doesn't say what files to modify, unfortunately. Neither does the main Reactions page. Or anything else linked by this thread. Or the thread itself.

I found it by searching *.txt for "adamantine_wafers".


Edit: Unfortunately it still doesn't work for me. Oh well.

476
DF Modding / Re: Vermin to Coke reaction
« on: May 05, 2010, 01:28:03 pm »
I tried this and it doesn't work:

[REACTION:CREMATE_REMAINS]
[NAME:cremate remains]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

I put it in reaction_smelter.txt in both my save game raw folder and the main game raw folder.

477
To the original poster: Welcome... Urist! Mwhahaha! :D


And I personally prefer the mayday graphics pack, 1, because it's what I started with, and 2, because it has square tiles. The ASCII set is hard for me to use because I got used to things being square.

What little "graphics" there are aren't much of a real improvement over ASCII so my imagination handles both just fine. ;)

478
DF Suggestions / Re: Cafeteria Lines and Buffets
« on: May 04, 2010, 11:09:22 pm »
... Pink Olm, Purple Plump Helmet...

I can't decide which sounds more wrong. :)


I like the idea of some kind of more organized dining system for all dwarfs, and a tavern / restaurant that works kind of like shops for dwarfs to eat at once the economy gets going.

Edit for clarity: I mean I like BOTH ideas :)  The cafeteria system could be improved on somewhat but that's pretty much how dining halls work now, minus the idlers gathering there.  Right now they end up being huge FPS drags due to constant parties and such.

479
DF Suggestions / Re: Have bodies take up space
« on: May 01, 2010, 06:16:24 pm »
Nooooo, like that but LARGER!  This IS Dwarf Fortress, after all. :)

I'm not sure how I feel about regular bodies blocking tiles, but it would be totally awesome to be able to build barricades out of corpses.

480
DF Gameplay Questions / Re: first above ground fortress :D
« on: May 01, 2010, 04:47:34 pm »
They can stand on top of the floors formed by the walls of a lower level to build the corner walls of the next level up first.


I built archery towers this way.

X is stairs up/down, + is floors, # is fortifications. (I use the mayday tileset so I don't remember the right characters for ASCII graphics)

Step 1
+++
+X+
+++

Step 2
#+#
+X+
#+#

Step 3
###
#X#
###



It should work the same for larger buildings. If you are building fortifications, build a wall and carve fortifications into them. That way you get the wall and the floor above it. If you are building constructed fortifications, those don't create a floor above them. So build a wall and carve it. :)

Edited for clarity

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