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Messages - Xenos

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1036
DF Dwarf Mode Discussion / Re: Missing Child. (bug?)
« on: September 11, 2010, 01:28:36 pm »
elephants are typically friendly for me...but then again I also play with them modded as domestic creatures...with one hundred tusks and 10000% the mass ;)

1037
DF Dwarf Mode Discussion / Re: I invented a leet defense system!
« on: September 11, 2010, 01:19:37 pm »
Time to test both of these...FOR !!SCIENCE!! (I have decided the pit should be steel spikes, magma safe everything, and flooded with magma. :D)

1038
DF Dwarf Mode Discussion / Re: I invented a leet defense system!
« on: September 11, 2010, 01:11:17 pm »
I am going to try this...with the fall points being on top of ten adamantine menacing spikes 8)...eventually.  it will start of with glass or iron or something...

1039
...Where did radioactive lead come into this???  I was talking about leads ability to block most radiation. (excluding neutrinos. ;))

1040
DF Dwarf Mode Discussion / Re: I invented a leet defense system!
« on: September 11, 2010, 12:58:13 pm »
The point of his system is the pure low cost of it.  you only need mechanisms and hatches (and a water source) for it to work.  While weapon traps would be very effective, you need to make a lot of metal or glass components which takes time and resources.  (or use stonefalls.  but will those lead to dodging off the ledge?)

OP, no offense but your system is incredibly overcomplicated and likely won't work the way you want it to. Have you actually built this?

Hmmmm....you seem to be under the impression that overcomplicated is bad... :P

1041
DF Dwarf Mode Discussion / Re: I invented a leet defense system!
« on: September 11, 2010, 12:53:13 pm »
...or a ten z level fall with green glass menacing spikes below...hooked to a repeater just in case.  8)

But seriously that is a really nice design for a trapped entrance...but why the 3 tile entrance?  Just stick with a 1 tile wide entrance that forks twice.  And I would use this as the "back door" to my fort so that my dwarves could run in and out of a five tile wide entrance that seals off the moment an enemy is detected.

1042
...must...play...2D....:D  SIGN MAH UP!  This lack of z-levels will be weird though...(I only started playing in 31.8) But hey!  at least we have ELEPHANTS!  8)


Hmmmm...the game wont run...:'('


Yeah scratch my volunteering :'(  i cant run this version of DF

1043
He was commenting on how you want tons of lead.  Lead blocks radiation pretty effectively and I assume there must be some pitchblende in the fort somewhere...I WANT A PITCHBLENDE ROOM! :D

1044
DF Dwarf Mode Discussion / Re: Getting back into DF....
« on: September 11, 2010, 01:03:36 am »
oh yes they are...them or prepared meals...(if you mod elephants to have fast growing children and multiple litters food ceases to be an issue if you embark in elephant territory 8))

EDIT:  There is no such thing as too much booze.  Remember that...

1045
DF Dwarf Mode Discussion / Re: Getting back into DF....
« on: September 11, 2010, 12:56:55 am »
I suggest volcanoes.  embarking near one lets you get glass industry going...(this is how i survive.  selling glass sawblades.  that and selling elephant and quarry bush and syrup roasts ;) )

1046
DF Dwarf Mode Discussion / Re: Farms
« on: September 11, 2010, 12:53:49 am »
or if you use each plot for specific crops (i have one quarcaine plot, two sugar pod plots, a rope reed plot, the pods double as wheat in the fall, a longland plot, and everything underground is ph in the winter.)  but i always make plots as large as possible (usually a 10x10) just because it is easy.  my farmers never seem to plant enough crops or harvest the crops in them :(  how many farmers should I have for the equivalent of 500 farm squares?

1047
DF Dwarf Mode Discussion / Re: Farms
« on: September 11, 2010, 12:28:32 am »
yeah...what i want to know is how to get my farmers to produce enough booze for 93 dwarves...they seem to neglect growing booze crops in favor of babying the quarry bush plot.... ::)

1048
that was on a version that was at least as new as 31.8...the mist was not consistently formed but as the magma rolled down a mountain side (ramps) it generated pockets of mist.

1049
DF Dwarf Mode Discussion / Re: Weapon research
« on: September 10, 2010, 09:44:42 pm »
Hmmmmmm...Bismuth bronze is more resistant to corrosion... (IRL) forgotten beast ichor containment suits anyone? :D

And I would love it if the metallurgy were expanded...Imagine getting a Blast furnace which requires massive amounts of coal (or be submerged in magma.  Think magma forge, but dwarfier) to fire and processes obscene amounts of ore at a time (ie, 100 ore required to fire.  you must have the actual percentage (number at 100) of ores to forge specific alloys...that would be so overly complicated and require so much micromanagement...)

1050
DF Dwarf Mode Discussion / Re: Weapon research
« on: September 10, 2010, 08:56:55 pm »
It is exactly the same?  I remember reading that adding the bismuth bumps it up a bit...:/

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