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Messages - Silophant

Pages: 1 ... 4 5 [6] 7 8 ... 11
76
DF Gameplay Questions / Re: How to get a dwarf equipped with a pick.
« on: March 01, 2011, 01:24:05 am »
Couldn't you just make the dwarf in question a miner?

77
DF Dwarf Mode Discussion / Re: Has anybody noticed this.
« on: February 22, 2011, 01:19:22 am »
The liquid levels, absolutely. The number of starting dwarves almost certainly has nothing to do with the byte size, since it increases within a year.

78
DF Dwarf Mode Discussion / Re: Goblins killing themselves now?
« on: February 18, 2011, 12:50:55 am »
This makes sense, actually. Goblins don't farm, and Toady hasn't gotten around to coding any alternate way for them to get food yet, so they currently don't eat. As far as I know, that won't carry over to snatched babies, so they're doomed to starve. No idea why the goblins themselves would starve, though.

79
DF Modding / Re: Dwarf Therapist (LATEST 0.6.7 11/30/10 see first post)
« on: February 16, 2011, 04:15:40 pm »
According to someone in the announcement thread, the game changed too much for the quick and easy way to update DT to work. So it'll be whenever DwarfEngineer gets around to it, it seems.

80
DF Gameplay Questions / Re: Bending physics
« on: February 16, 2011, 03:49:34 pm »
Especially since DF includes a material with crazy strength and low density. ADAMANTINE MAGMA STAIRWAY TRAP.

81
I've searched through the LL object files, but I did not find the llama creature. I guess this was not one of the creatures imported from Chariot's Zoo Mod.

Were llamas intentionally left out due to their exotic nature? Also, are there any plans to convert more creatures from Chariot's Zoo Mod into VBASE format?

(I'm asking about llamas in particular because, strangely, I'm having a very hard time finding a recent [i.e., for 0.31.18] mod that includes them.)

You've probably found them by now, and in any case the new version coming out in a few days (knock on wood) probably includes them, but Ironhand's graphics pack includes llamas.

82
Basically, you ended your civ's war with the goblins, and that was the last war in the world.

83
DF Gameplay Questions / Re: Noobish Asking inc
« on: January 29, 2011, 08:13:49 pm »
To clarify Illanair's response, a stair has two parts, an up and a down. It sounds like you're building the down stair all right, but you then need to build an up stair on the level below.

84
DF Gameplay Questions / Re: getting water in cold climate without magma
« on: January 16, 2011, 02:23:29 pm »
1, Place floor above river.
2, ?????
3, PROFIT WATER

That doesn't work. Once a tile's outdoors, a mere roof isn't enough to make it go back to inside.

85
DF Gameplay Questions / Re: Naked Dwarves
« on: January 16, 2011, 02:22:26 pm »
Naked dorfs are icky. And squishy.

This. If you're going to send dwarves into combat naked, you better danger room them up to Legendary +5 dodging first. And they should wear armor for that part, or they'll never make it.

86
DF Modding / Re: Increasing damage of War Animals
« on: January 13, 2011, 02:26:15 pm »
I guess exponential was not exactly what I meant....I knew it was the wrong term but either way I forgot about the lack of damage/hit points. Its all based on materials and what not now...So I don't even know how war training affects animals now...any clues?

If it makes you feel better, you're both half wrong. You were describing the right in-game effect, but using the wrong descriptor, whereas Sarudak was right in calling you wrong, but provided an example of something that's not really exponential growth, at least not in relation to the topic at hand.

87
DF Gameplay Questions / Re: Map Spawn Question
« on: December 31, 2010, 11:21:19 am »
AFAIK, the five-tile limit applies only above ground. In the caverns, you can wall wherever you like.

88
DF Gameplay Questions / Re: Usefullness of floodgates?
« on: December 31, 2010, 12:28:27 am »
Technically, the doors aren't actually supporting each other - they just think they're still being supported by the adjacent wall you since deconstructed.

Hmm. I thought this too until I went to set up a jail door with iron bars flanking it. Three-wide hallway, dug out two of the three squares, put the bars in one and the door in the other. Dug away the remaining wall, and the door deconstructed. Tried it with 2 doors and 4 bars, and it holds up just fine.

You may still be right, though. I'll have to run a controlled test to make sure I didn't see it wrong or miss a job cancellation.

My guess is that doors act as walls in some respects, probably due to the same mechanic that makes adjacent wall tiles change from the "pillar" tile to the "wall" tile when a door is built.

89
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: December 15, 2010, 06:19:06 pm »
There is exactly one reason why I use this graphics set instead of Phoebus's. You don't have the value symbols on the ores. In addition to wrecking my suspension of disbelief, I mod my ore values to be more sane. (Why is the most common metal in the game the same value as silver?) Please please please don't use icons.

90
Is there anyway to make the hobgoblins always hostile, like goblins are in Vanilla? Right now, despite their entire caravan being killed every time they show up, they keep sending caravans 4x a year, filled to the brim with leather that inexplicably isn't in bins.

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