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Messages - Di

Pages: 1 ... 74 75 [76] 77 78 ... 92
1126
DF Gameplay Questions / Re: Population cap issue.
« on: February 20, 2011, 05:54:02 am »
Yup, population cap doesn't relieve you from building migrant killing traps.

1127
DF Dwarf Mode Discussion / Re: army movement across 30 z levels
« on: February 18, 2011, 07:59:16 pm »
Since you only need one kitten for an infinite amount of dwarves....
I've done some tests and it turns out not to be so. If you drop crowd onto single tile only one will be cushioned, actual numbers of paratroopers and cushions do not matter. This applies to simultaneous launch, I can't predict results of consecutive drops with small intervals.

Also, water buffer doesn't work even if there are two levels full.

Thus, if you desire to create a dropsquad, resort to that bridge-on-every-level design proposed by Vattic, probably you could replace bridges with hatches using this:
You place an armor rack (or weapon, or chest, etc) surrounded by walls, with a door set to internal and forbidden leading to it.  Internal means that it won't block the room flow, but forbidden means no one can move through it.  Then, make the single tile outside that door included in the barracks, so that there's only 1 square the soldiers can stand on.  When descending, you instruct your soldiers to go train at barracks, where they promptly stand on the conveniently placed hatch and drop onto the waiting kittens.

1128
DF Dwarf Mode Discussion / Re: Grazing Self-sufficiency
« on: February 18, 2011, 04:36:28 pm »
If I add [grazer] tag to dwarves does that count?  :D

1129
DF Gameplay Questions / Re: Dwarf health screen curiosity
« on: February 18, 2011, 03:31:45 pm »
Probably due to some bug that dwarf didn't die when death conditions were met?
They had one such dwarf in Ardentdikes, probably he even was untreated at all. However being zombie didn't prevent him from burning down in magma.
Other than that, I believe you're the only one to participate for Urist Prize in medicine. You've got a whole five of them do some science.

1130
DF Dwarf Mode Discussion / Re: Money bees
« on: February 16, 2011, 02:53:57 pm »
Okay, now it's time to weaponize them. Has anyone got hurt while catching bees?
And I guess it's do or die: either you find a way to make bees fight for you or you won't last long with such a quick wealth  :)

1131
DF Dwarf Mode Discussion / Re: Alligators in the sewers
« on: February 16, 2011, 02:34:23 pm »
I dug a well with a direct 80 z-level tunnel down to the ceiling of a cavern with water and the well still worked.

Probably not that good of an idea though since flying cave creatures could still make their way up it eventually, but at the time I was more worried about just getting a reliable water source.
And that'll take hell a lot of time also. A dwarf with a bucket covers 80 levels stair faster than a bucket lifting to a well. In one fort water was freezing faster than it was obtained thus forcing dwarves to start from the beginning. It didn't cancel job and thus there was a huge queue at the well.

1132
Regeneration isn't gradual, I believe it is checked on month or season change, in older versions that sometimes caused dwarves wounded in the very end of a period to just stand up and resume their business. Check if the same goblin can survive second test.

1133
DF Dwarf Mode Discussion / Re: Squad formations
« on: February 16, 2011, 12:36:34 pm »
No, there isn't. If enemies aren't right under the walls dwarves shouldn't have any problems with shooting anyways. Honestly, I've never seen an arrow stopped by a fortification.

1134
DF Gameplay Questions / Re: Applying gnomeblight?
« on: February 16, 2011, 12:31:43 pm »
When they grab your booze they just run off screen with it, not consume it right?

1135
DF Modding / Re: Intensifying Mod ver 0.15
« on: February 16, 2011, 09:49:58 am »
ok, is there a way to fix this on an existing game?
Use the material_template_blood.txt which was there right after the mod installation.
You'll have to resort to cleaning trenches and dfcleanmap though

1136
DF Modding / Re: Intensifying Mod ver 0.15
« on: February 16, 2011, 03:19:57 am »
Btw when did you get the diplomat? What's your status on nobles?
I had a count and expedition leader. Diplomat talked with leader I guess, this was the only message. Next year elves showed up for trade as usual. This isn't the first one diplomat but her predecessor dodged goblin bolt off the skydiver.

1137
or maybe it's a very slow syndrome and next year all affected will explode in gore  :D

1138
DF Dwarf Mode Discussion / Re: again some random topic of discussion
« on: February 15, 2011, 04:56:56 pm »
Hm... shouldn't forgotten beast syndromes be random just as beast itself? So why it's always rot when someone reports to forum? Why there aren't any nonstop vomit till death from dehydration plague reports?
Using dfcleanmap on regular basis can somewhat prevent further disease spread.
And trolls have [can learn] tag? that causes them to sometimes be generated with random profession skills. If you give that to dogs for example those that arrive with migrants will too. But I really like your idea of fake migrants, hope it'll be implemented one day.

1139
DF Modding / Re: Intensifying Mod ver 0.15
« on: February 15, 2011, 04:23:31 pm »
I'm still on 0.12 version (not a slowpoke just have projects to finish) but have you done anything to elves?
URL=http://img248.imageshack.us/i/experiment1x.jpg/][/URL]
After that the bastard has peeked his pointy ears into every corner and left.
They say it can't happen in vanilla now, so what can you say about this?

1140
DF Dwarf Mode Discussion / Re: Alligators in the sewers
« on: February 15, 2011, 07:09:07 am »
How about placing your well not directly over the water but with one level of air between them? It seems rather undwarfy rational solution.

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