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Messages - duckInferno

Pages: 1 ... 9 10 [11] 12 13 ... 16
151
DF Modding / Re: DFHack 0.5.0.2 - tools and memory access library
« on: November 18, 2010, 08:15:33 pm »
Thanks ^^

152
DF Dwarf Mode Discussion / Re: killing off cats
« on: November 18, 2010, 08:17:46 am »
You can create animal pits -- channel a pit (doesn't have to be large, even 1x1 is fine).  Designate with 'i' the hole + the floor next to it as a 'p'it.  Press 'P' and select the animal(s) you wish to enpitten.  In the pit itself, make sure there's no way out (bridge wall/locked door/pet-free door/no ramps up) or they'll just wander out.  Do what you want down there... drowning pit, atom smashing bridge, whatever.

Three awesome reasons to use a pit:
  • You can select multiple things to be empittened and free dwarves will all go at it at once, instead of caging them one at a time
  • Perfect for freeing up animals/goblins/etc from your cage traps, no need to build cages/guess which ones aren't empty/link to levers/etc
  • Despite the creatures being uncaged while dwarves transport them, they can't attack

Note that this doesn't work for adopted pets.  And I wouldn't pit flying hostiles ;)

153
DF Dwarf Mode Discussion / 31.18 - Stone traps still crashing forts?
« on: November 18, 2010, 08:10:19 am »
I was the victim of a nasty progress-losing crash due to stone traps in .17, and recreated a row of them in .18.  The game crashed soon after (evil biome so something must have wandered along).  I destroyed them and replaced them with weapon traps, which work fine thankfuly.  Are stone traps still borked?  I don't want to risk another crash testing it :p

154
DF Gameplay Questions / Re: Croc in the brook and a baby in the cistern
« on: November 18, 2010, 08:07:31 am »
A dwarf went insane and punched a dwarven baby in the head, then gouged out both of its eyes.  To this day it's one of the most hilarious things I've had happen in dwarf fortress, but I'm not sure how much that says about me.  Fuck I love this game. 

155
DF Dwarf Mode Discussion / Re: killing off cats
« on: November 18, 2010, 07:39:13 am »
Automated pet mincer:

Code: [Select]
###
#B####
# P 
# ##DD#
# ##  #
# ##  #
#P##DD#
 ^   ^- wide dwarf coridoor with no-pet doors
 |
 pet coridoor, restricted traffic so dwarves use the other coridoor
 
  D = door, tightly closed
  P = pressure plate, make sure cats+citizens can trigger
  B = Bridge, extends down coridoor (raised by default), linked to plates

Untested, but the theory is that dwarves will take the dwarf coridoor due to restricted pathing zone in the pet coridoor.  Pets are forced to take the pet coridoor, due to the dwarf-only doors.  Pet triggers plate, bridge smishes pet. 

156
DF Dwarf Mode Discussion / Re: Savagery?What is it good for?
« on: November 18, 2010, 06:27:05 am »
Absolutely nothin'!

sorry

Savagery = How savage and aggressive the biome is.  Antelope vs. Giant Tigers, for example.
Alignment = ... to be honest, pretty much the same thing, but it's a different scale.  Good means nicer creatures, evil means more hostile creatures.  Evil biomes tend to have undead versions of its animals, which is Fun.

157
DF Dwarf Mode Discussion / Re: Worst Artifacts ever!
« on: November 18, 2010, 05:29:17 am »
Code: [Select]
Cow Bone Scepter
Value: 1200

This is a cow bone scepter.  All craftsdwarfship is of the highest quality.


158
DF Dwarf Mode Discussion / Re: fps death...really?
« on: November 18, 2010, 05:20:35 am »
Dropping from 100 to 70 kills the experience for me.  You're a soldier.

159
DF Modding / Re: DFHack 0.5.0.2 - tools and memory access library
« on: November 18, 2010, 03:54:41 am »
Got a memory.xml update for the meantime :D?

160
DF Dwarf Mode Discussion / Re: Farming in glacier
« on: November 17, 2010, 11:19:42 pm »
First off, please pardon my poor english, I am an Asian.
I just started playing DF recently. After built several ordinary woodland forts, I thought build a fortress at glacier would surely get me some Fun. So... I did it. I choosed a glacier area with some limestone and lignite, and struck the earth.
However, as soon as I arrived, I suddenly find myself in trouble: I cannot farm. This is a freezing biome, so murky pools are obviously not a valid option. The wiki said I can create a cave-in and flood the rock layer, but this does not work, either: those ice just defrost without leaving and mud. If anyone here has ever successfully set up an underground farm in glacier, I would like to know how did you do that.
Your best option is to dig down to a cavern, yeah.  If you have a volcano, you can run some magma adjacent to some ice to melt it (under it would be best, I suppose?).

Spoiler (click to show/hide)

161
DF Dwarf Mode Discussion / Re: Do you know what the HFS is? (spoiler-free)
« on: November 17, 2010, 09:53:08 pm »
Wow, 55 votes yes (98.2%).

162
DF Adventure Mode Discussion / Currency - how to stack it?
« on: November 17, 2010, 03:21:27 am »
I have a bajillion coins, including many of the same type.  When I put them into the same bag, they don't stack.  How can I compress my inventory list xD

163
DF Dwarf Mode Discussion / Do you know what the HFS is? (spoiler-free)
« on: November 16, 2010, 11:49:13 pm »
There's quite a lot of tip-toeing around on the forums.  Clowns, spartans, etc... I wonder how much of it is necessary.

Don't get me wrong, even if only 5% of the votes are no, I'd still keep calling them lions/tigers/bears to help keep it a surprise for the newbies.  I'm just interested :)

As for the marshmellow men.. come on :p

164
DF Modding / Re: [0.31.18v00] Phoebus' Graphic Set (Updated)
« on: November 16, 2010, 11:00:42 pm »
Waded through a few pages for the answer, couldn't find it, so...

Question:
Are you going to bring out a TTF version of this graphics set? :D


Edit: I'm a moron, nm :3

165
DF Dwarf Mode Discussion / Re: Z-levels as progression
« on: November 16, 2010, 10:52:35 pm »
So, maybe I'm missing something here that makes the whole issue really simple.

But honestly, dealing with multiple Z-levels is a bit of a hassle. I mean, when it's just that my fort is spread over two or three to keep everything closer together, then it's not too bad.

But when there's caverns with 19 Z-levels and monsters spread all across them... it's hard to keep track of. Harder still to imagine and design defenses based on the idea that the enemy's gate is down.

Does anyone else miss when Fun came from the RIGHT and LEFT, rather than from above?
Try this.

Create a custom world.  Make the cavern count one, if you want it, or zero.  Change the passage density and openness to 100.  This will create a single cavern with large open areas in it, rather than a honeycomb maze of tiny passages (god I hate those).  It will also reduce the number of Z's in your world substantially, making it a little easier to handle.  It'll also reduce the distance to the magma sea from the surface. 

In addition:
- embark on a reasonably flat land (no mountain).  Less Z's.
- in the embark square (that 16x16 local thing when you embark, not just your actual embark), it's best if there's no mountains anywhere on it.  A mountain, even if it's not in your embark, will cause you to have tons of sky Z's... though it shouldn't mess with your ground Z's at all.  Just worth noting.

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