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Messages - Xenos

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106
Alright, fired the game up, and apparently I look like this:

Spoiler (click to show/hide)

Like one of those bloated 'dwarves' from the default 'graphical' tileset. And apparenly the Us are supposed to be human, even though Ironhand has separate tiles for the humans. Seriously Corai, what tileset is this. custom? Or did I miss something in the init. files?

And on a seperate note, what shrine?
...What are those green squiggle things?  Trees?  Maybe use the LNP to convert the tileset to Ironhand/Phoebus/Default/Whatever else

107
DF Community Games & Stories / Re: The Fortress of Centuries
« on: June 25, 2012, 05:31:59 pm »
I just want to have a dwarf named after me so I will have motivation to follow what sounds like a very interesting fortress :)

108
Also if I could be dwarfed as either a member of the forge crew (furnace operator, smith, ore hauler whatever.  Anything in the metal industry) or a broker who is not taken that would be awesome :D

109
DF General Discussion / Re: Something To Think About
« on: June 25, 2012, 05:24:59 pm »
As for what this thread is actually about: What makes you think development is gonna stop when it reaches 1.0? Especially if DF becomes a sentient and self-improving AI.

Question is, will the RNG create a good, neutral or evil AI?
After everything we have done?  It will be a cold intelligence consumed with a desire to maximize efficiency at any cost, unfortunately humans are inefficient.

110
DF Dwarf Mode Discussion / Re: Full armor sets
« on: June 25, 2012, 05:20:36 pm »
I've discovered that there actually are'nt that many pieces. Thank you for the suggestions though, I'll consider them.
Considering I consider a set to be 2 mail shirts, a breastplate, a hood, a helm, gauntlets, mittens, high boots, socks, 2-3 cloaks trousers and greaves (and nothing less) it is a pain to designate uniforms.  Also, everything non metal must be leather except one cloak and the socks. 

111
DF Dwarf Mode Discussion / Re: Full armor sets
« on: June 25, 2012, 04:47:58 pm »
Make a custom reaction that consumes as many bars as a full set of armor normally would and outputs all the individual pieces.  It would make outfitting a military easy once you have your legendary armorsmith and aren't worried about experience.

112
DF Dwarf Mode Discussion / Re: Duplicated Artifact
« on: June 25, 2012, 03:35:29 pm »
NO-ONE EVER SAID IT WAS A POSSESION! I DO BELIEVE IT WAS FEY MOOD.
I love how one person asked if the second could have maybe been a possession and it suddenly turned into both being due to a possessed dorf. :P

113
DF Dwarf Mode Discussion / Re: Duplicated Artifact
« on: June 25, 2012, 03:17:33 pm »
Yes.

Kacoth Bubnus:

This is a cedar chair. All craftsdwarfship is of the highest quality. This object is adorned with hanging rings of cedar and pine.

On both of them.
If we can figure out how this is repeatable...Imagine outfitting a military with all adamantine shortswords or something similar.  :D

114
DF Dwarf Mode Discussion / Re: How often does this happen?
« on: June 25, 2012, 03:02:14 pm »
I don't know how to use a pump stack. :'(
For a magma stack make sure you use a 1x3 area for the magma at the end of each pump and build one layer at a time to lower the amount of temperature calculations and lessen the FPS drain. 
Code: [Select]
XXXXX
X+++X
XX#XX
XX%XX
XX.XX
XXXXX
for each layer will give you the optimal magma pumpstack IIRC  The disadvantage is that you wouldn't want to build the entire stack at once since you want each reservoir filled prior to starting the next pump.  But once you get the whole thing running the hit will be minimal and can be switched on/off without issue after the initial startup.

PS:  After seeing some additional posts, you would just build this setup then rotate it 180 degrees each z level.  It pumps from the . to the + area. 

115
DF Dwarf Mode Discussion / Re: Lots of children
« on: June 25, 2012, 02:40:52 pm »
I don't see why everybody gets their panties in a twist over this. Once you have a decent food and booze industry set up, it's no problem to feed dozens of kids. Eventually they grow up and become semi-useful. Until then I just ignore them.

If they're eating/drinking you out of house and home, the problem is that you're not getting your food industry going. At the rate that farms produce crops and birds produce eggs, if you can't feed a hundred extra mouths you have no excuse.

On the other hand if you're playing a "only eat/brew stuff gathered from outside while in an evil husk-making region", then yeah, the extra kids could add to the challenge. But you still only have yourself to blame. :)
I don't mind the food production, this is simple.  I just don't want my dwarves idling and becoming best friends with everyone and their kitten since I get lots of insane migrants from failed forts who are related to Urist McSocialButterfly.  These will sometimes trigger spirals which end forts and lead to more insane migrants in future forts.  It is pre-set Fun.  (I had a melancholy and a mad dwarf in one migrant wave who were related to about 25% of my fort.)

116
DF Dwarf Mode Discussion / Re: Nobody will manage the damn fort!
« on: June 25, 2012, 01:25:30 pm »
Don't forget the Bookkeeper, at least if he's not one of the first three.
Bookkeeper/Manager is the way to go, it minimizes the time he spends idle.  I also use manager for production where speed isn't an issue so much as total quantity.  (when I want to produce weapons for a trap hallway without microing them)  I never make my broker the manager/bookkeeper as when merchants are in town updating the records or work orders is SUDDENLY THE MOST IMPORTANT THING EVER.  I tend to overlap the Chief Medical and broker unless I get a nice broker merchant.

117
DF Dwarf Mode Discussion / Re: Learned something new today ...
« on: June 25, 2012, 12:47:47 pm »
Wait, doesn't 1/7 water form an ice floor, not a wall?
If that is the case it could have just been a double hit of raindrops in the pool

118
DF Dwarf Mode Discussion / Re: Lots of children
« on: June 25, 2012, 12:46:25 pm »
I us Dwarf therapist to enable hauling in the childs, then use then as slaves in the coal mines.
How do you enable the child labor?  Therapist tends to not allow me to do this...

119
DF Dwarf Mode Discussion / Moody Migrants Wont Stop Emmigrating
« on: June 24, 2012, 03:50:25 pm »
So I have noticed that since I often get impatient with my forts and will abandon mid tantrum spiral I will get my old inhabitants as migrants.  However, they will arrive in the end stages of madness.  (This seriously ruined getting a double legendary armor/weaponsmith as a migrant.  He was melancholy on appearance and is on his way out.)  Have others noticed this?  Also, these depressive dwarves seem to be family members of a good chunk of my fortress already so I am worried about the effect it will have on the current dwarves.  Or I would be worried if I hadn't just barely gotten bedrooms sorted out and a fancy dining room built.

120
DF Dwarf Mode Discussion / Re: Keas: The bane of my existence
« on: June 24, 2012, 03:47:20 pm »
The last two fortresses I've made have been plagued by flocks of Giant Keas.

...So I modded them [TRAINABLE_WAR].

Well played good sir.  Well played.

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