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Messages - Emily

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76
DF Dwarf Mode Discussion / Re: Shortest Lived Forts
« on: October 07, 2010, 10:22:18 pm »
Embarked on a river, which resulted in the embarkation being a bit more literally on the river than I expected.  Plus the river was in a ditch.  It was half frozen, so the ice blocked the river and it flooded on top of my wagon and dwarves, and promptly froze.

...I also suspect, since the ground had no snow on it, the ice in the river was about to melt, too, so everyone would drown too.

It wasn't five seconds to complete death, but half my dwarves were dead in about that time, so I just gave up.

77
I think so?

If not, they do shoot webs over ditches.

78
DF Dwarf Mode Discussion / Re: Drowning on food?
« on: October 07, 2010, 10:07:16 pm »
Make a reaction that turns ten lavish meals into a bar of steel or something?

79
DF Gameplay Questions / Re: Outstanding bugs in 0.31.16
« on: October 07, 2010, 09:48:32 pm »
Blood splatter killed my last fortress.

It doesn't track by walking anymore, but water still clones blood so much the game became unplayable.  Like 5 fps unplayable.

Other than this one, most of the bugs are annoying but don't seem too urgent.  The magma one especially seems symptomatic of the entire temperature code needing to be overhauled, so it's probably not even a quick fix, and it's really the only one of those that's serious.

Well, and the fact that I can never get medicine to work, so I never even make a hospital, but that's not entirely a bug.

80
DF Dwarf Mode Discussion / Re: Will I be invaded?
« on: October 07, 2010, 08:49:14 pm »
Traders(Other than your own race's) will NOT come in the first year.

If you've modded in a winter-active civ they will come the first year.  But presumably you haven't.

81
DF Dwarf Mode Discussion / Re: Moody dwarf and materials stored in bins
« on: October 07, 2010, 08:04:10 pm »
I don't think dwarves care which plant fiber they use.

Anyway, as for the bucket, put it in a well, yes, but put the well in a bedroom for a noble or otherwise unhappy dwarf.  They will become convinced that their tiny closet is a palatial estate.

82
DF Dwarf Mode Discussion / Re: Question about sieges
« on: October 07, 2010, 08:00:41 pm »
Possibly make a bunch of cage traps and open up a hallway full of them to the seige if you want to speed things up.

Cage traps are magic.

83
DF Dwarf Mode Discussion / Re: The bed of (possible) DOOOOOM!!!!!!
« on: October 07, 2010, 07:57:54 pm »
I thought the bed bug was fixed recently?
Yes.
in .13

But it seems to me that dwarves will sleep in unassigned beds if they can't find one of their own.  So you'll still need to make sure it's locked away when

84
DF Dwarf Mode Discussion / Re: How dangerous is this giant eagle?
« on: October 07, 2010, 07:23:24 pm »
I've never really had much trouble with eagles, though I suspect that's more a symptom of them not being very aggressive than not being really strong.  Skeletal and zombie eagles of course would not end well.  (Though then again my experience with zombie elephants was that they're a bit overrated since like most undead, my militia can punch them out.  ...though to be fair, undead groundhogs who get a lucky shot in bruise you, elephants leave you crippled.)

85
DF Dwarf Mode Discussion / Re: 31.16 makes weird volcanos
« on: October 07, 2010, 06:46:50 pm »
I got a volcano like this.  It took up exactly one embark map tile and was a giant spike. (The base was almost perfectly square, too.  Which I guess isn't that weird, as Lytha mentioned getting one.

...the weird part, though, was that the caldera was not on the spike, but one tile down and to the left.

And the magma sea started revealed.  That's a little odd.

86
Because presumably they'd be designed very differently.  I picture the chair as like, well, a chair, and the throne more like a block with a seat on top.  So yeah, different shapes.

Though such explanations don't account for why glass pipe sections are called tubes.  Or glass doors called portals.

87
DF Dwarf Mode Discussion / Re: Fire
« on: October 07, 2010, 04:41:12 pm »
DFHack?  That'll get you instant magma...

88
DF Modding / Re: Making creatures skinnable?
« on: October 07, 2010, 04:39:25 pm »
Remove the [CAN_LEARN] tag from them so you can butcher them

ugh, now I know my mod plan isn't feastible. Good to know. I wanted that dwarf, human, elf being butcherable for a new civ race.

Toady, can we have [CAN_LEARN] not to interfere with butcher or no butcher? so that we can put in [NOT_BUTCHERABLE] whenever we want.

It isn't so much CAN_LEARN as your civ's ethics opposing butchering sapient beings.  Which is quite reasonable if you're making a mod with more than one playable race.

89
Put on elves: (Or goblins or cats or crundles or whoever is bugging lately.  As an aside, this should not be put on creatures you want to use the remains of, since they will leave none)

[HOMEOTHERM:10000]
[SELECT_MATERIAL:ALL][MELTING_POINT:10020][BOILING_POINT:10020]

You know how rain used to make you melt?  Well it still can, selectively.

Also you can lower the melting or boiling point to make it take effect faster.  Though if you bring it too low it will result in you not needing to touch water to initiate the process.

(Also you might want to add a liquid and gas name to the materials, so you don't find clouds of elf n/a.  Though frankly I find the prospect of elves leaking "n/a" much creepier, so I kept it.)

90
DF Dwarf Mode Discussion / Re: Crundlesplosion
« on: October 07, 2010, 04:18:22 pm »
The problem with the brain removeal thing was that the game crashed before they could die. Which is not so helpful. :P

My map doesn't seem to have any zombies.  It's an evil biome, but all it'll spawn is skeletons.  And mostly skeletal carp and groundhogs and occasionally wolves, who all seem to die the moment they're poked.

I did have a number of caged crundles--earlier I'd modded them to have the [PET] tag so I could tame them and slaughter them.  I just got fed up with the fact that the cages would pull half a dozen crundles every time i managed to empty them.  And that they'd occasionally escape the cages and run around the fortress cancelling everyone's jobs.

Yes, temperature is on.  I think there's some weirdness going on with the temperatures of existing creatures, as opposed to new ones--and I'm guessing the crundles that were appearing on the map after doing this were still part of an existing pack, so their body temperature was already set--because when I opened up the arena after messing with the homeotherm of elves, they'd either spontaneously freeze, burst into flames, or, for the creepiest example, have their teeth, and then face, melt, followed shortly by complete evaporation if they were ever exposed to water.

(For those wishing to replicate melting elves, give them [HOMEOTHERM:10000] and [SELECT_MATERIAL:ALL][MELTING_POINT:10020][BOILING_POINT:10020].  It will also cause them to evaporate when killed.)

...and for some reason my arena was raining.  So they didn't even have to find any water to melt.

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