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Topics - lolghurt

Pages: [1] 2 3 4
1
DF General Discussion / Suddenly insanity?
« on: May 30, 2012, 07:13:04 pm »
So some Elf merchants arrived, and because I didn't have a depot up yet, I decided to ignore them. Halfway through summer, I get the dual notifications of an Elf merchent going stark raving mad and of their Yak going berserk. Their pathing seems to have been interrupted 2 tiles away from the edge of the map.

Then one of my cats did a ton of damage to the Yak.

what's going on, and should I pour magma over them?

2
DF Modding / Silly Announcement/Combat logs caused by mods.
« on: December 11, 2010, 09:27:17 am »
I've been thinking lately, and It has occurred to me that some mods will occasionally generate combat messages and announcements.
I don't remember the exact wording, and forgot to screenshot it, but:
"The Mason hits the Kobold Thief in the upper body with the car! The body part sails off in an arc!"

3
DF Dwarf Mode Discussion / Flying liasions?
« on: November 11, 2010, 04:12:00 am »
So the dwarven caravan arrives.
I laugh, as while I have a trade depot, there is no way to get inside my fortress.

Suddenly, the liaison starts talks with my leader.
Inside the fortress.
After I've triple-checked and there is NO WAY IN.
CAN LIAISONS FLY OR BECOME INTANGIBLE OR SOMETHING?

4
DF Dwarf Mode Discussion / Cave-in Physics
« on: November 11, 2010, 01:11:03 am »
Side view
W = natural wall
. = empty space
S = support
Code: [Select]
WWWWWWWWWWWWWW
WWWWWWWWWWWWWW
  WWWWWWWWWW S
W WWWWWWWWWW W
W WWWWWWWWWW W
W WWWWWWWWWW W
W WWWWWWWWWW W
W WWWWWWWWWW W
W            W
W            W
W            W
What happens when I pull the support?
Where/how does the plug end up?

5
DF Dwarf Mode Discussion / And a thought occurs
« on: November 09, 2010, 07:01:25 am »
Dwarves will happily walk over tiles containing raised spike traps, will they not?
Now, do cotton candy/metal bar floors deconstruct when collapsing, or would they wipe out any spike traps beneath them?

6
DF Modding / Spoiler-y modding
« on: November 09, 2010, 03:18:47 am »
So I added a stone layer called "clown", initially for the sake of having entries such as "clown door", "clown staircase", etc.
Breach HFS:
"Clown Demon"
I bet many people have done this already, but still, I find it hilarious.

7
DF Dwarf Mode Discussion / Being horrible to the elves
« on: November 08, 2010, 06:10:45 am »
Unless the elves bring some nice stuff, the following stuff happens:
1. The trade depot falls 1 z-level into a walled-off wooden floor, hanging by a single support
2. The hole under the trade depot fills with water at a rate to allow swimming, but it isn't possible for the elves to get out
3. This construction drops through the Clear Glass Tunnel of Happy FunTM
4. The Clear Glass Tunnel of Happy FunTM is surrounded by my staircase and leads into the magma sea.
an example level
X=up/down stairs (shut up I know I should use a ramp)
W = clear glass wall
. = empty space
F = Falling stuff
Code: [Select]
XXXXXXXXXXXX
XWWWWWWWWWWX
XW........WX
XW.FFFFFF.WX
XW.FFFFFF.WX
XW.FFFFFF.WX
XW.FFFFFF.WX
XW.FFFFFF.WX
XW.FFFFFF.WX
XW........WX
XWWWWWWWWWWX
XXXXXXXXXXXX
Edit: I also chuck cats down this. Because they are lame.

8
DF Dwarf Mode Discussion / More dwarf singing + dealing with FPS issues
« on: November 08, 2010, 04:07:38 am »
four hundred and forty-one cats falling down
four hundred and forty-one cats
the first hits the ground, pass their hide 'round
four hundred and forty cats falling down

9
DF Dwarf Mode Discussion / Cancelling migrants
« on: October 29, 2010, 12:39:52 am »
Is there any way, temporary or permanent, to make migrant waves stop coming to a particular fort, without genning a world that wipes out dwarves? Preferably in a way that will allow traders/other species, and not use magma as I would prefer to leave temperature off and have a decent FPS.

10
DF Wiki Discussion / The Glass article is possibly wrong.
« on: October 26, 2010, 01:09:25 am »
Glass sikes can indeed pierce through base quality clothes. It severed the spine of my test subject through a cloth cloak.

11
DF Gameplay Questions / FPS anomaly
« on: October 21, 2010, 09:46:48 am »
My computer hates whatever calculations go into the temperature.
TEMPERATURE:YES = 20 FPS
TEMPERATURE:NO = 2000+ FPS WITH A MASSIVE CAVERN EXPOSED
I want around 200 FPS, not something absurd.

12
My embark site was "flat" with a major river and a stream.
The stream is next to my wagon.
The river is 39 z-levels down a cliff.
Looks like I didn't need to disable aquifers anyway.

13
DF Modding / Beds and other raw help
« on: October 17, 2010, 03:40:10 am »
Is there any way to mod the game so that you can make artifacts BEDS out of something other than wood?
NOT ARTIFACTS STUPID BRAIN. I KNOW ARTIFACTS CAN BE ANYTHING.

14
DF Dwarf Mode Discussion / Wishful thinking
« on: October 16, 2010, 08:47:56 pm »
I know there is a map with a single 100 z-level cavern on DFFD, but has anyone got a map with no caverns at all, just going straight to the magma sea?

15
DF General Discussion / Humans = Rabbits
« on: October 15, 2010, 09:40:00 pm »
I have come to this conclusion from my legends listing EIGHT UNINTERRUPTED PAGES of humans, followed by another ten pages of elves and humans.

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