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Messages - Drawde

Pages: 1 ... 26 27 [28] 29 30
406
DF Gameplay Questions / Re: Clay Dining Room
« on: August 15, 2010, 02:57:50 pm »
You can't smooth or engrave walls and floors.  The best you can do is make the floors and walls out of blocks, so they're as valuable as possible.

If you do this, try allowing economic stone to be used.  Native gold is worth quite a bit.

407
DF Modding / Re: Fear effect and buildings
« on: August 15, 2010, 12:49:11 am »
Thanks for the replies.  It's not possible to do what I want, but it's fun to imagine anyway.

408
DF Modding / Re: Fear effect and buildings
« on: August 14, 2010, 09:25:24 pm »
Yes, but most people try to keep their puppy population down to increase framerate.  And I'm tired of replacing puppies all the time.

Plus, I was seeing if there was anything you could do with the totems without rewriting the raws.  And that's not just for decoration.  Which it doesn't look like.  It might be fun to add a contaminant to doors and such that's released when they're broken though.  Kill or weaken building destoryers.

409
DF Modding / Re: Fear effect and buildings
« on: August 14, 2010, 05:50:01 pm »
I was talking about how animals run from your dwarves and pets.  I doubt there is a way, but I was wondering if there was a way to make animals (not goblins and such) run from a building as if it was a pet of yours.

EDIT:  Though other effects would be interesting as well.

410
DF Modding / Fear effect and buildings
« on: August 14, 2010, 05:09:37 pm »
Is there a way to assign a fear effect to inanimate objects?  Such as a specially made totem that scares off wildlife like an animal would?

411
Since the ogre is tame, can you butcher them?

Easiest way to deal with a mandate ever:  Here you go Mr. Mayor, we've got you silver bucklers here in the butcher shop.   :D

412
DF Gameplay Questions / Re: Two questions on elves and lumber limits
« on: August 14, 2010, 04:56:09 pm »
There's CURRENTLY no benefit to cooperating other than no sieges from them.  Not even the dialog changes, though I think that's due to there being no other dialog in the raws.  But I'm pretty sure there are plans to change this, somewhere down the line...

Not to mention that the day after the elves start sieging you, there will be an update that buffs up the elves   ;D

413
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 08, 2010, 03:21:02 pm »
I built stairs up about 11-z levels and 3 floor tiles going straight out from them. I built a cage with a fox in it, and placed a PIT zone next to it, and tried to pit, but when the dwarf pulled him out of cage, they got interrupted, and fox ran away... what am I doing wrong?
The fox escaped is all.  Every time you move a caged creature out of a cage it can escape.  I believe you need a strong dwarf to do the moving to minimize the escape chance.

Try surrounding the area with cage traps to at least recapture them easier.

414
DF Gameplay Questions / Re: Island
« on: August 07, 2010, 06:05:05 pm »
Check the civilizations before embark.  Most islands have dwarf listed, which means you get immigrants and traders.

On the off chance you don't have dwarven access, which is very rare, I believe you still get the first two immigrant waves.  Nothing after that though.

415
DF Gameplay Questions / Re: No wood cut, elves still pissy?
« on: August 06, 2010, 05:26:41 pm »
I'm at 106/106 this year, last year I hadn't cut a tree, same for the year before that. They still call me butcher and demand limits to my massive deforestation. I did have some wood in my stockpile, I'm doing my best to empty it out now before the elves arrive to see if that makes a difference.
I believe that that message is the default.  It doesn't matter how much you have or have not cut, they always say that to you.

416
DF Dwarf Mode Discussion / Re: Adamantine bolt exploit?
« on: July 28, 2010, 11:14:54 pm »
Some people like finding ways to bend the rules without outright breaking them.  Thus the word "exploit":  You're exploiting the way the game works in a way that wasn't intended.

Not to mention that giving yourself free resources by modding reactions is easy.  Many DF players love doing things as complicated as possible.

417
DF Dwarf Mode Discussion / Re: Adamantine bolt exploit?
« on: July 28, 2010, 06:30:02 pm »
From what I remember it required a goblin running through doors, with pressure plates closing the doors at the right time, and channels around it.  The dwarves would fire bolts, which hit the closed doors and fell into the channel.  Below this was a smelter or more.  After a bunch of individual bolts were down below you mass-designate them all to be melted.  Each individual bolt would become a whole wafer (or whatever), which would then be made into a stack of bolts.  Repeat as desired.

Yes it made an unlimited supply of adamantine.  But, it was time consuming, especially since sooner or later you'd need to replace the goblin.

418
DF Gameplay Questions / Re: Walling off the Caverns
« on: July 26, 2010, 02:36:13 pm »
Unless there's water on the edge of the map.  Then you have to worry about swimming forgotten beasts.  I'm pretty sure those can destroy grates, so if you want access to water there's no way to block those out.

419
DF Gameplay Questions / Re: A decent throne room.
« on: July 26, 2010, 02:34:20 pm »
Engrave the room, and allow the different stones to be used to make furniture.  A native gold table/chair/chest/whatever is worth quite a lot.  I do this and a couple gem windows with 100+ value gems in 3x3 rooms, and get better than decent in such a small room.

420
DF Gameplay Questions / Re: Finding a flat Volcano
« on: July 23, 2010, 04:23:15 pm »
I've found a flat volcano before, but I believe I just got lucky there.  No idea how to gen one.

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