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Messages - Altaree

Pages: 1 ... 9 10 [11] 12 13 ... 16
151
DF Gameplay Questions / Re: Hit that Oregon Trail
« on: March 21, 2011, 10:29:17 am »
If you have a green path to the edge of the map, that is where caravans will show up.  This can be abused with bridges, walls, and tunnels. 

Find a spot on the edge of the map where there are two trees 5-7 spaces apart. 
Dig channels from the trees toward the center of the map far enough to build a wall.
Cap the two channels with a wall.  You now have a 'U' facing the map edge.
Dig a 3 wide tunnel into the 'U' and use 3 ramps to breach the surface.
Make sure the 3 wide tunnel runs all the way to the Depot.
All caravans should appear at this spot if it is the only Green path to the depot.

152
DF Gameplay Questions / Re: corpses wont decay?
« on: March 18, 2011, 11:56:41 am »
Changing the ethics of your dwarves to allow them to eat sentients also helps with this problem.  I still dump all the goblin ofal though.

153
DF Dwarf Mode Discussion / Re: Non-centralized fortress designs
« on: March 14, 2011, 02:23:47 pm »
Ooh. Free loot. Best way to look at it really.

Its all garbage though, garbage which takes up a massive number of hauling jobs and also exposes all of my dwarves to ambushes.
That is not an accident...

154
DF Gameplay Questions / Re: Archer armor
« on: March 10, 2011, 01:35:52 pm »
No, the leather is just a historical entry.  Go full steel with leather cloaks.  Don't forget to use bucklers instead of shields.  Dwarves are very bad at the "I am out of arrows so I will run away" action.  They will more likely shoot all their bolts and then charge straight in.

155
DF Dwarf Mode Discussion / Re: At wits end
« on: March 08, 2011, 04:14:19 pm »
You can also mod out the breeding ability of cats.  Remove the litter tag I think.

156
DF Dwarf Mode Discussion / Re: Legendary bolts question
« on: March 02, 2011, 02:32:27 pm »
You will be ok.  Just don't atom smash a bunch of singles.  That could cause problems.

157
DF Gameplay Questions / Re: "Drop In" - How?
« on: February 11, 2011, 11:04:35 am »
Is it possible to build a channel, designate as a pit, then put a retracting bridge over it to keep those winged nasties out?
yup.  that is exactly what I said above.

158
DF Gameplay Questions / Re: "Drop In" - How?
« on: February 10, 2011, 04:47:51 pm »
First breach the cavern so you have some part of it revealed. Then make a hole in the ceiling of the cavern where it's not too deep (less than 3 z-levels shouldn't kill a cat). From the the zones menu designate the hole as a one tile zone and turn it into a (p)it. Don't exit the zones menu instead keep the cursor on your new zone and press shift-p. You will now see a menu from which you can assign animals to your newly created zone. Designate a few cats or kittens to the pit and a dwarf will bring them and throw them into the caverns. If there's no way back into your fortress the animals should start wandering around and explore new areas. As Sphalerite said this method won't work for animals that have (been) adopted (by) someone.
If you build a retracting bridge over the pit, you can drop animals through it but monsters can't fly in.

159
DF Gameplay Questions / Re: Glass Traps
« on: February 03, 2011, 03:59:24 pm »
The dodge/pit trap works well with glass as most enemies do not get killed from the trap itself; it is the fall that sends them to their respective afterlives. A 10z fall kills just about everything. I like to imagine that different critters make different splat noises. A Bronze Colossus, for example, sounds like a bell! BONG!!!
Just a thought... glass traps are almost recommended for dodge/pit traps...  Much less change for the trap to kill something and jam on the corpse...

160
DF Modding / Re: De-Ramp (for clean pretty water/magma channels)
« on: December 09, 2010, 03:35:50 pm »
do you think you can come up with a tool that takes all partial skeleton and other refuse clogging crap and make them so dwarves can make bones from the items?

161
DF Modding / Re: DF World Tinker
« on: December 09, 2010, 03:24:23 pm »
any hope for a .18 version?

162
DF Modding / Re: Runesmith - A DC like tool
« on: November 22, 2010, 09:45:29 am »
Hmmm, I tried copying the memory.xml (and changing it to memory-ng.xml) and dfhack.dll over from the new DFHack release to Runesmith folder to try and use it with the new version, but it doesn't work. Anyone had better luck?

Maybe because it's not that simple and maybe because there aren't offsets for creatures yet which would explain why there isn't a Runesmith update... Also I don't condone or support users updating it themselves and as such don't offer support for self update problems.
Thanks for the reply Sizeak.  The "why" is helping me wait patiently for the "when"!

163
DF General Discussion / Re: Lazy Newb Pack [0.31.16] [V5.2]
« on: November 16, 2010, 06:00:41 pm »
Theres a .18? Oh hey so there is.
So I guess... not yet.
I don't have much free time, and few utilities are out.

You know, I'm thinking of changing this pack a bit so that its a small package with graphics/bat/extras/etc, but keep the utilities out of the pack (but easily downloadable as links, which show the availability/compatibility)

This will make the pack easier to update, and not put so much responsibility on my to keep every single most updated utility. I was up for doing that for a bit, but don't have time for that.
This is a great idea!  Otherwise the utils will keep delaying the releases.

164
DF General Discussion / Re: Lazy Newb Pack [0.31.16] [V5.2]
« on: November 16, 2010, 03:45:04 pm »
Will there be a Pack for 31.18 soon? :)
I know huh?  It has been over six hours already :)

165
DF Announcements / Re: Dwarf Fortress 0.31.13 Released
« on: September 15, 2010, 09:11:35 am »
It is an odd numbered release....
.14 in a couple of days? :)

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