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Messages - Patchy

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901
DF Dwarf Mode Discussion / Re: How do YOU kill your prisoners?
« on: December 26, 2010, 01:49:27 pm »
I rarely use cage traps as a main trap defence line, cause I don't like the extra micromanagement they bring. But when I do I just dump the cage and goblin down my incinerator chute into the magma sea, after I take the metalic goblinite to melt down of course. The rest of it can burn. Just don't dump a masterwork cage... So I guess that means I kill them while they're in the cage.

902
DF General Discussion / Re: Player healthcare
« on: December 26, 2010, 11:39:34 am »
Lots of short breaks here. I got to get up and stretch, can't sit for as long as I used too when I was younger. And usually an hour or 2 in the evenings is my main playing time, and its rare I get more than a year in per session.

903
DF Suggestions / Re: Ocean and sea ideas
« on: December 25, 2010, 08:01:21 pm »
Hmm underground canals for my fort with cargo ships moving my goods around the fort. Right up there with mine carts and improved hauling hehe. I'd like them, and I do love designing nice plumbing and waterway systems for my forts.

Seaweed already is possible. Just mod them in. Already tested them by growing them on the beach, still need to dump a !!lignite bin!! in the ocean so I can build an enclosure to test growing seaweed on the oceanfloor. I have them modded to be made into threads and bagged into dried seaweed for cooking(like quarry bush leaves).

And merfolk coming to trade.... oh the horrors hilarity. The depots are a trap.... just a device to lure them in so you can begin breeding them for their 6000 dorfbucks bones.

904
You can do this yourself with a bit of modding. Just look into creating custom workshops and reactions, and you can put together a nice long chain of steps to make crossbows or anything else your heart desires.

905
DF Dwarf Mode Discussion / Re: Most efficient animals
« on: December 25, 2010, 12:39:49 am »
Cows are pretty good too, but they don't breed as fast as dogs do.
Dunno why ppl have this idea, cow and dogs have the same grow rate, but cow is 20 times bigger

Cows have multiple litter rare, and they both take 2 years to be fully grown. While the cows are much larger than a dog, they barely give more meat than a dog, which seems to give way more meat than their small size would suggest.

I do agree that cows are a better source down the line as you can diversify your food supply with cheese from milking them too. But the op was asking about good sources of meat.

Though it's all going to be rather moot soon, with grazing coming next update. Will have some new factors to take into consideration for animal ranching.

906
DF Dwarf Mode Discussion / Re: Most efficient animals
« on: December 24, 2010, 08:36:06 pm »
For a pure meat industry, I find dogs to be simply the most efficient. They breed fast with multiple puppies per litter, grow up quickly, give a good amount per dog butchered, and they don't adopt dwarves. And are cheap to embark with.

Cows are pretty good too, but they don't breed as fast as dogs do. So you pretty much have to milk them too to keep up with dogs. And then you have a meat and cheese industry instead of just meat. But nothing wrong with that, besides the dwarves seem to love cheese. A good bit pricier to embark with than dogs though. I like to just buy them off the first caravan, and use dogs and the free pack animals the first year.

And elephants while slow to mature, like 5 years or so for max food, give loads of high value meat. So you really only need to butcher 1 occasionally.

907
DF Modding / Re: Marble conversion mod
« on: December 21, 2010, 10:14:18 pm »
Hehe, them trees, always sneaking up on poor innocent dwarves.

908
DF Modding / Re: Marble conversion mod
« on: December 21, 2010, 09:59:24 pm »
That is indeed evil, and going to have to get the plants processed asap to prevent too much crop loss from your hungry dwarves. It always aggravates me when one of my happy lil boozers grab a plump helmet off the top of a 5 or 6 stack.

The things I noticed with my year long farms though, was that potash to fertilise the fields became much more desirable, since I wasn't harvesting a dozen times a year. Getting those bigger plant stacks per seed was very nice. Also my grower didn't go legendary on me nearly as fast since he wasn't replanting and harvesting the fields as often. The number of farms I had also pretty much doubled from it, and I actually hired a 2nd grower to help plant all the fields in a timely manner. My booze stocks also consisted of much more imported booze and imported plants that I brewed. And gathering was another big source of booze, you might want to think of a way to reduce the efficiency on that too.

909
DF Modding / Re: Marble conversion mod
« on: December 21, 2010, 09:42:09 pm »
Definately looks interesting. And hard mode looks fun too, I've played around with plants that took a year to grow... but 3 years? Wow that'll certainly be interesting keeping the dwarves liquored up, going to need some huge bloody farms heh.

910
DF Modding / Re: Spriting Help
« on: December 20, 2010, 01:28:11 pm »
Not sure what the Jreengus event is... *shrugs*. Anyways the next sprites are pretty much all military sprites, since they'll be ambushing and sieging you due to the snatcher tag. So I set about attempting to draw their armour, and sheesh thats hard. But here is what I got so far.



I haven't drawn the head on it yet, as I am trying to avoid the copy/pasting of heads from my other sprites on, plus I have to draw a helmet too. Also planning on drawing capes/cloaks or whatever for the elite versions.

The thing is while the race is female, I don't want their warriors running around in chainmail bikinis or such. Dnd has always annoyed me a bit with that, and to be fair japanime too. I generally don't care how sexy that low-cut cleavage bearing, midriff showing breast plate is compared to a solid full plate armour; at the end of the day when the battle is won, chances are the one in plate will go home to her husband and enjoy each others company and still be sexy. The other one probably doesn't look so sexy with or without that armour anymore, with a huge bloody pike sticking out of her mid-section.

One of the chars in that comic I posted before, Maula Bloodhand, a high ranking female orc warrior always goes into battle with full plate and none of that silly bikini armour.

(NSFW) Warning
http://yafgc.net/?id=200

911
DF Gameplay Questions / Re: Tilesets 2010 vs 40d
« on: December 19, 2010, 10:01:40 pm »
Maybe he is lookin at the ttf fonts on the side of the 2010 shot, I dunno. Other than that, both screenies are of maydays tileset. And little has changed on it since the 40d days as far as I can tell.

912
DF Modding / Re: Spriting Help
« on: December 19, 2010, 04:34:11 pm »
Thank you Patchouli and Deon. Those are some spiffy sprites. Also thanks for the sprite advice, the black background was because the white background showed up in game(arena) while I was testing that peasant sprite and it didn't look too good. I got a great deal to learn before any of my sprites look good I s'pose heh. Never really touched spriting before this week, unless you count my time with rpg maker 95 and 2k like 10 years ago. And even then I only editted premade sprites.

Also my search-fu fails me apparently. I went looking for the goblins nsfw thread and couldn't find it at all last night or today. The last time I couldn't find a thread like that was bacause it was deleted, just wondering if you guys can't find it either?

And just cause the comic is awesome. The other source of inspiration for the new race.
http://yafgc.net/?id=144

913
DF Modding / Spriting Help
« on: December 18, 2010, 07:46:42 pm »
Ok, ever since I read the famous or infamous Goblins(NSFW) thread several months ago, I'd had it in my head to make a new race. So off and on, with more off over the last few months until earlier last week I've been making one. Last week I guess the mood finally struck and I've been busily working away at it.

Now I've started doing some of the spriting for it and ran into some problems that perhaps some more experienced spriters might be able to help with. That and if I get this out there for others to see, it might help keep me working on them instead of forgetting them for a couple more months heh.

So without further ado, this one is a peasant. I'm pretty much done and happy with her. No problems with her, but she's posted to help give any helpers an idea of what the race looks like. The race's main characteristic is those big ears obviously.



And here comes my problem.



The thief/snatcher for the race and I do plan on them being snatchers just like their gobbo inspiration. So this sprite is one I can't just skip. So the problem is with making the thief robe or hood. Should I just leave the ears poking out of the hood, even though they look like they are floating a bit to the side of the head if you ask me. Or should I try to come up with some sort of adjusted cloak that covers the ears as well. I've been fiddling with her for the past hour and a half or so, and everything I've tried so far just didn't look right, so if any spriters would like to give her a try and see what they can do, go for it. As for the rest of the sprite, I'm quite happy with it.

914
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: December 15, 2010, 03:20:13 pm »
Another four days. Bump.
Has this been abandoned?

I hope not, but maybe someone should go pry him away from StB long enough to get some work on the mod done hehe.

915
DF Gameplay Questions / Re: Embark Prep - Sinister Glacier
« on: December 15, 2010, 03:05:03 pm »
Make a door or floodgate at the bottom and drain the water off into a new room where the floor is intact.

http://www.bay12forums.com/smf/index.php?topic=70952.msg1728590#msg1728590

That post in the link might help too.

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