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Messages - LoSboccacc

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5881
DF Modding / Re: Dwarf Therapist (LATEST 0.6.6 11/16/10 see first post)
« on: November 22, 2010, 04:32:14 am »
So is a Mac version being created... and if not, can I find a way to *cheat* by using this on my Mac?

Thanks if you can help :)


winebottler + windows dwarf fortress + dwarf therapist (that's what I use)

5882
DF Dwarf Mode Discussion / Re: Weaponizing spooks, for !!SCIENCE!!
« on: November 20, 2010, 05:41:04 am »
has cotton candy weapons been tested against them?

5883
DF Dwarf Mode Discussion / Re: Wearing armor 24/7?
« on: November 19, 2010, 12:03:51 pm »
If they're a miner or woodcutter as their civilian job it causes all sorts of mayhem.
Never found that to be the case, from .12 to the current release.

it happens when the job use the tool the dwarf has in hand as weapon, and there are no excess tools.

example: one axeman and woodcutter.

when becomes civilian, it get the 'pickup equipement' job. but it fails, because there are no usable axes left - the only one is in his own and so he doesn't 'see' it (it's tasked or something)

so he could not become a wood cutter anymore.

if an axes is produced, he will pickup that and go along happily thereafter. note that after the ax is swapped for the other one both are 'claimed' by that dwarf and unusable by others.

so if there is another dwarf in the same situation he could not use the ax left over by the other one.


same with hunters and xbows.

using non conflicting tools works, but dwarves won't carry them both, swapping between them at each draft, losing ton of time.

5884
so, what's happening in lord and ladies when granny confronts the queen?

is it a simple ruse? it's strange at that because pratchett is usually lampshading ruses from the protagonists, so I'm lost at what happens when granny screams 'no-' and falls, right when the hive is swarming.

is it because it was getting her powers from her own hive? is it because he was all the time half borrowed in the hive to avoid being glamoured by the elves?

it's unusual to found this kind of connection unexplained in a pratchett book.

what are your opinions in regard?

5885
DF Dwarf Mode Discussion / Re: Do you know what the HFS is? (spoiler-free)
« on: November 19, 2010, 11:14:28 am »
the very time you hit the wiki and learn about the 'd for dwarf' page you'll be reading trough all the spoilers, lured by the funny, no matter what.

5886
DF Dwarf Mode Discussion / Re: Weaponizing spooks, for !!SCIENCE!!
« on: November 19, 2010, 10:39:43 am »
Technically ghosts are undead, but that does not imply you can kill them. Strictly speaking you cannot kill anything that is undead (same applies for unliving) as they already are dead. Just not dead dead. But ghosts are immaterial to boot so they cannot be touched, therefore they cannot be killed by anything that is solid.

neither in adventure mode?

5887
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 19, 2010, 10:09:34 am »
Instead of a bullitin board, I'd rather the player has to search out these persons who would pay extra in person.

So the easy way to make money is to
-goto the Depot of a site which has a deficit on the type of stuff you got.
but to make more money:
-talk to people and hope someone offers more.
-talk to people at location X, get a contract to deliver A goods of type B, material C and minimal quality D to location Y in Z days time.

(A compass marker for special locations/persons while on-site, would be appreciated by the way.)

or, shady dealers could approach players before they reach the city.

it could also be another class of night creature feeding on people suffer, that propose you to sell all your food to it at a premium price so that the city would remain in dire despair. or another competing civ. or a lawyer.

they could use the same intercept code that ambushes uses.

5888
DF Dwarf Mode Discussion / Re: Do you know what the HFS is? (spoiler-free)
« on: November 19, 2010, 04:43:05 am »
If I may, I think it's long since become a forum in-joke rather than an actual spoiler avoidance measure.  It might have had that function at some point, but now clowns and candy have basically become speech conventions.

This. This, this, this. It's not done for the sake of spoilers. It's a forum in-joke. Or even a fandom in-joke. Or just a DF meme.

this is a meme. the meme is dead. the forum is flossing the dead meme.

users have been quite hunappy lately. users have been disgusted by a cloud of meme miasma.

5889
DF Dwarf Mode Discussion / Re: Weaponizing spooks, for !!SCIENCE!!
« on: November 19, 2010, 04:08:10 am »
my name is alderigo treetoya, you ate my dad, prepare to be eaten!

5890
DF Dwarf Mode Discussion / Re: Surviving The Rot
« on: November 18, 2010, 05:46:15 pm »
I had one rotting child being saved by the surgeon. however, he's now not recovering from 'resting'

he has no health problem nor the health screen shows lost abilities.

he has splints all over the place where it was rotting.

rotting dwarves won't go on the hospitals until passing out, which means that the surgeon response time need to be quite fast, as by the time they pass out the rot is pretty extended and almost terminal

/infodump

5891
DF Dwarf Mode Discussion / Re: Weaponizing spooks, for !!SCIENCE!!
« on: November 18, 2010, 05:43:37 pm »
restless haunting ghosts has caused one dwarf to attack another. now the attacker is in jail.

I think that this is what happened, because the attacking dwarf is 'quite content' and have no reason to have started a fistfight (not a guard, nor a noble). he has in his status 'been haunted by the dead' and in the relationship everyone is a passing acquittance

5892
DF Dwarf Mode Discussion / the poor bugger pump stack
« on: November 18, 2010, 05:03:58 pm »
so what if one doesn't want/need to create a power source for a full pump stack?

resort to cheap manual labor!

now, what is the most efficient design for that?

here is mine, I use it for magma as it doesn't require complicate setup doors and stuff.
Code: [Select]
mine:

DDDH.
D.D..
..X..
.....
.....

layer under, rotate 90 deg the above and so on

...DD
....D
..XDD
....H
.....

D dig, X up/down stair, H channel . earthx

pumps goes pumping from channel tile.
operators can access the pump area from the stairs. no separate access is required for them.
more importantly, digging can be designed in one single pass.

the design can be upgraded later to be automated creating a gear assembly at each floor where the stairs are. this upgraded version use a lot more than a standard pump stack, due the gears and axles.


5893
dear urist mcsoldier and happy comrade:

I knew it. you knew it.
the forgotten best came with a note with handling instruction. as it said right on the tin, beware it's poisonous gas.

that is why I sent you with xbows and masterwork iron bolts, in the case you're still wondering.

you'll not be allowed to come back to the fortress until you survive the quarantine.

5894
DF Gameplay Questions / Re: Memorials Vs. Coffins
« on: November 18, 2010, 11:04:29 am »
a disadvantage is the huge micromanagement required for slabs

5895
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: November 18, 2010, 10:24:23 am »
if caravans are going to show up in fortress mode, and then the armies, and then the !!wars!!, can we expect some enhancement in the number of dwarves a fortress could maintain before fps death?

a couple of 15 dwarves caravan active, a 75 dwarves army for defence, a 100 dwarves for attacking and you'll need a lot of other dwarves to produce weapons, food, booze and generally maintain all of that stuff.
Toady's said in the past that when your fortress becomes a barony, it should start to have some control over dwarves outside your fortress, like drafting them for an invasion force or having them pay you taxes.
To expand on that point, the lands surrounding your embark point will build dwarf settlements. So your fortress will end up surrounded by villages and outposts that you cannot directly interact with, but you can order them to send some dwarves for some project beyond the borders of your embark site. After you return from that trade/invasion/whatever, they'll go back to their homes so you cannot bring them back with you to your fortress directly. Think of the many civilians and soldiers in adventure mode now who have no name until you speak with them - you'd have these 'faceless mooks' to fill in the roles you require. Afterall in a battle, do you realllllly care what kind of personality Urist McGoon#213 has and whether Urist McGoon#148 slept in a good bed recently?

I guess this implies you'd be fighting goblins out on the field while they're travelling to you and only if you fail to win do they siege you (with the opportunity to use weapon traps and all on them). If they're sieging you, they've already done damage to your surrounding settlements.

you still need to churn out equipment for them, but that may work.

however, what would happen then when the siege comes? even if the defender are abstracted away, if the goblin attackers win and come to your fortress they will make an huge impact on frame rate.

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