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Messages - Emily

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91
DF Dwarf Mode Discussion / Re: Crundlesplosion
« on: October 07, 2010, 07:51:34 am »
Vermin may behave differently from large creatures.  Seeing as they're spontaneously generated and seem to pop in and out of existence, I could see the game checking their temperature more often.

Also I'm not even getting new crundles bursting into flames with that.  And when I put it on salmon, they aren't boiling water.  Or burning.  So yeah, not quite sure whether I'm doing something wrong, or temperature handling has changed.  ...I'm suspicious its the later; we have evidence of thermonuclear catsplosions not working back in 40d, and temperature has clearly been adjusted a couple times, as the melting-in-the-rain bug suggests.  Which version did you manage to do this on?

Plus I think temperature is a bit screwy right now anyway, pour lava on your dwarves and they seem to bleed to death before catching fire.  Maybe that's supposed to happen.

(For other screwy things, my crundlebombs seem to, strangely enough, be cold explosions.  They'll freeze bloodspatters on the dwarves clothing.)

92
DF Dwarf Mode Discussion / Re: Goblin Citadel
« on: October 07, 2010, 07:20:23 am »
Well, if you're on a version prior to .13, it'll probably be a couple keeps made of obsidian.  They aren't usually too tall, though, but they're relatively big and could be interesting to claim.

.13 and forward you can't embark on settlements and they don't have anything in them because Toady hasn't repaired them yet.

Also unless everyone has died out or your on an island or cut off from everything by mountains, you'll have every civ listed as a neighbor.

93
DF Dwarf Mode Discussion / Re: Things you never knew were deadly
« on: October 07, 2010, 07:16:56 am »
I once had my unarmed and untrained sheriff punch a seasoned veteren soldier's skull in.

Though they totally deserved it.  When a tantruming soldier starts a fistfight, they don't use their fists.

Also I've seen limbs punched off, though admittedly on skeletons, who seem to fall apart if you so much as poke them.

Also I had my entire team die upon embarking because they chose to arrive in the middle of a trench containing a partially frozen river.  With no way out.  And it was only partially frozen, so they were mostly encased in ice when it overflowed onto them and froze.

94
DF Dwarf Mode Discussion / Re: I hate you Urist
« on: October 07, 2010, 07:08:06 am »
Hatchcovers can actually cover things though, like deadly deadly pressurized carp flows.

But why legendary? Novice mason would make a hatch that would stop a deadly-deadly flow just the same.
No no, you put it in your noble's closet and he'll think it's a royal bedroom.  For that matter, cover a pressurized water flow with it and it doubles as a failsafe in event of slade production mandates.

As far as I can tell, the suckiest artifacts are wood or stone crafts with no decorations.  I've gotten those far too often.  Wood ones are probably the worst, because I never use woodcrafters, so even a fey/secretive mood is like a possesion.  Crafts of other materials are pretty lame too, such as that gem, though at least they increase your fortress worth.

Adamantine cape does score a bit for disappointment, but it's still wearable as armor and will probably stop something.  And possibly get a usable legendary craftsdwarf.

95
DF Dwarf Mode Discussion / Re: Crundlesplosion
« on: October 07, 2010, 06:12:08 am »
Temperature is on, they presumably wouldn't evaporate if it weren't.

From the comments on the 40d thermonuclear catsplosion, my suspicion is that, to streamline temperature code, it doesn't check for everything temperature can do unless the temperature changes.  This is usually reasonable, since the melting points of materials aren't supposed to change on you. :P

Anyway, a bit of fiddling around, and changing the ignition point of crundle materials results in all newly spawned crundles being on fire.  Also the corpse of any already spawned crundle spontaneously combusts.  Otherwise there's not much of an effect.  So if you've already got crundles on your map, I'd recommend boiling-crundles, as the results on them are a bit more amusing.  Once they're all cleaned up, switch to the spontaneous combustion variety.

Since the days of thermonuclear catsplosions something about how homeotherm seems to have changes, as I'm not even getting fire from new crundles with that.  Alas.

96
DF Dwarf Mode Discussion / Re: Crundlesplosion
« on: October 07, 2010, 05:36:43 am »
It appears it doesn't constantly check melting points against the raws or some such.  So my crundles are staying intact unless they're newly spawned... until they are exposed to anything that isn't at room temperature.  This mostly seems to mean blood, specifically, their own.  Then they go poof very quickly.

I had a crundle have a finger severed, which caused it to die nearly instantly, and the cloud of blood happened to touch and adjacent crundle, who promptly started melting.  It didn't die from that though, there were also three axe dwarves in the area and it was dismembered in ten frame window from which it was exposed to the blood and it totally melted.

This may be the most amusing thing that has happened to my fortress recently.

I'm suspicious that changing the HOMEOTHERM of a creature wouldn't effect the creatures that have already spawned, but changing their ignition point is likely to result in spontaneous combustion.  You might have to do something like make their blood a gas at room temperature, so it'll cause their body to look at their ignition temperature, but I'm not sure.

...this may call for save-scumming to test.

97
DF Dwarf Mode Discussion / Re: Crundlesplosion
« on: October 07, 2010, 04:40:00 am »
Even better--or worse if you want to avoid people getting pissy at you--this seems to mean everything that was for trade is now mine.  Well, except the cloth and stuff which seems to have vanished in the explosion.

...except I was kind of hoping these guys would bring me more giant cave spiders >.>

Also any surviving crundle that suffers even the slightest injury seems to promptly evaporate.  I'd say they've become wimpier, but they are crundles, so I'm not sure that's possible.  Except for severed limbs.  Those seem to not evaporate.  Considering what happened to my trade depot, I'm a bit worried about what'll happen to my butchers if they get their hands on these....

But this seems to have at least solved my crundle problem.  So yay. ^_^

98
DF Dwarf Mode Discussion / Re: Crundlesplosion
« on: October 07, 2010, 04:08:05 am »
As a note, I've found a solution that prevents new crundles from spawning, but doesn't seem to apply to any already spawned ones.  Still better than nothing.

Adding this to the end of the creature definition causes new crundles to evaporate.
Code: [Select]
[SELECT_MATERIAL:ALL]
[MELTING_POINT:4000][BOILING_POINT:4000]

...also it appears to have resulted in the dead crundle on top of my trade depot exploding, causing it do deconstruct.  Huh.

99
DF Dwarf Mode Discussion / Re: Crundlesplosion
« on: October 07, 2010, 03:53:34 am »
Huh, that was... odd.

I tried removing their brain material and they remained alive.  ...I then removed their brain tag from their body and the game died on me.  Though not instantly; the first frame that passed had every crundle on the map get winded, so I guess I'm on to something?

Anyway, I guess the next question is, how do I mod out their brain?  Because apparently I don't know that after all.

100
This seems to happen occasionally.  I'm not clear whether its due to freak irreproduceable glitches or its an actual recurring bug, but, um, try regenning the exact same world parameters and embark on the same spot?

But I've heard of people having their entire surface cave into the magma sea, and on other occasions, caves being revealed from the start.  Or, you know, adamantine space elevators.

101
DF Dwarf Mode Discussion / Crundlesplosion
« on: October 07, 2010, 03:25:03 am »
It appears that I have one of these on my hands and my framerate has dropped to single digits--my river rerouting certainly isn't helping, but its' mostly to the stage of drying up--and there's currently around a couple dozen crundles on the map.  More to the point, my computer isn't very fast, and is not liking this.

Basically, is there a relatively easy way to mod these banes of all that is holy--or my framerate, same thing--out of existence?  Or at least cause them to all fall over dead instantly?  Any kind of more complex solution is pretty much out of the question, since it take my military fifteen minutes to get to the cavern when a new herd shows up. ._.

Help would be appreciated here ^_^

102
DF Dwarf Mode Discussion / Re: Better FPS yield?
« on: October 06, 2010, 08:26:57 pm »
If anything, lowering the GFPS cap should improve your framerate.  If it only has to output the screen once every other frame, for example, it should go faster.

...I haven't run any tests though, so no clue if this is the case.

103
DF Dwarf Mode Discussion / Re: Pausing the game for mandates
« on: October 06, 2010, 07:39:55 pm »
Keep your population below 40 so you don't ever get a mayor--or higher noble--would also work, and has the advantage of keeping your framerate higher on slow computers.

104
DF Dwarf Mode Discussion / Re: New to the Game, Give me Tips and Tricks!
« on: October 06, 2010, 07:38:11 pm »
Cassiterite isn't really that rare if you're looking in the right place--granite layers.  ...it does mean Gold is more common since gold is found in every igneous layer, and cassiterite is found in exactly one.

Bismuthinite is of course rarer than both, soo...

And steel is clearly better and it's ingredients are as common as dirt--almost literally--if you're first stone layer is dolomite, chalk, or limestone.

105
DF Dwarf Mode Discussion / Re: Post-embark FPS reduction
« on: October 06, 2010, 02:40:27 am »
Yeah, you can lower the cap to stop any new migrants, and keep migrants from replacing the dwarves you've, erm, retired.

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