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Messages - TheJackal

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1
Incredibly strong dwarven alcohol kills germs and the dreaded GINGIVITIS with ease.


Why do quantum entanglement levers take so long to activate? The coupled triggering should proceed at supralight speeds!

2
DF Dwarf Mode Discussion / One simple question on GlassI
« on: April 04, 2011, 07:39:42 pm »
I know that the bug has been fixed, and Glass now has MAXEDGE and other attributes initialized. They are no long random. Awesome. However, what are they set at? They don't have a RAW, so I presume memory scanning is necessary. Its beyond my ken, so can someone help me?

3
DF Dwarf Mode Discussion / Re: Your Stance on Danger Rooms
« on: March 31, 2011, 06:24:33 am »
Against danger rooms - it's a flat out exploit/cheat, you might as well mod dwarves to be made out of adamantine.

I guess you don't use water reactors, or traps, or bridges, or any of the many 'exploits' available.


Believe it or not, no, I don't use any of those exploits. I'll sometime drop a few traps randomly down a hallway (not so much now that metal is rare and precious) and I do use bridges.... as bridges but I try to play the game as I believe it was intended to be played.

The only real exploit I ever use is a quantum stockpile to unload all the crap quicker at the start, then I sort from there into the proper stockpiles rather then having the dwarves spend 6 months dragging cactus logs and yak spleens from whatever random stupid spot on the map they decided to park the wagon at.

So, a hypocrite in other words. Quantum 'stockpiles' are pretty exploity.

But it's a single player game, danger room is completely optional and not something you can really accidentally do, so I don't see fixing it as a very high priority. If you want to ruin all the challenge then that's ok, it's your fort.

Wow, you're so HARDCORE! Can we ever be as cool, tough, and awesome as you?

Yes, you can! A good start is to stop taking offense when people say they don't really care what you do in your single player game! It would be one thing if I stopped in a 'danger rooms are awesome' thread to say I thought they were exploits, but this is a thread specifically asking how you feel about them so what's the problem?
[/quote]

The problem is that instead of saying 'I don't like them, they remove my sense of challenge for me' is that you
A) Project, like your way is the One True Path to playing DF, which its not.
B) Are a hypocrite, as I suspected.
C) You advocate for game-based lock-ins to fit your style, other people's consideration be damned.
D) Make very bold assertions with no supporting evidence save for logical fallacies.

Which gives me a pretty clear picture of who you are and how you behave. Which is to say, a authoritarian fascist with a poor grasp of logic and rhetoric. You've put forth this notion, wholly without evidence, that a game tactic is 'exploity/cheaty' equal to RAW-editing (which it is not, on its face. RAW editing is manipulating the metagame, the mechanics behind the action, to make it something that it was not built to be. Danger Rooms are done in-game, as it is built by the Toady, solely within the confines of his creation. Likewise, a 'Danger Room' as a training device is a Trope in and of itself, and is more 'realistic' than adamantine dwarves. It is likewise less 'exploity' than a quantum stockpile or a water reactor, which break the laws of physics, as opposed to proposed ethical rules.) and then take the demeanor that anyone who uses it is beneath you. Unworthy.

This is the very attitude (that you are superior due to perceived and wholly subjective moral guidelines) that begets a host of human horrors which nature can scarcely lay claim to.

4
DF Dwarf Mode Discussion / Re: Your Stance on Danger Rooms
« on: March 30, 2011, 10:25:25 pm »
Against danger rooms - it's a flat out exploit/cheat, you might as well mod dwarves to be made out of adamantine.

I guess you don't use water reactors, or traps, or bridges, or any of the many 'exploits' available.

But it's a single player game, danger room is completely optional and not something you can really accidentally do, so I don't see fixing it as a very high priority. If you want to ruin all the challenge then that's ok, it's your fort.

Wow, you're so HARDCORE! Can we ever be as cool, tough, and awesome as you?

5
DF Dwarf Mode Discussion / Re: Your Stance on Danger Rooms
« on: March 30, 2011, 07:25:37 pm »
I fail to see how Danger Rooms are more or less exploity than atom smashers, water reactors, or selling lots and lots of serrated discs.

6
I wonder what the fixes to glass were.
MAX_EDGE is now defined. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=3071

Is there a RAW?
What are the new values?

Just telling me 'LOL its SOLVED!" is useless and rude.

7
I wonder what the fixes to glass were.

8
DF Dwarf Mode Discussion / Re: Uses for glass?
« on: March 07, 2011, 06:25:12 pm »
I wish Toady would put an entry for glass in the RAWs so it could be consistent and more useful.

9
DF Dwarf Mode Discussion / Re: My Daughter's Name For Dwarf Fortress
« on: February 23, 2011, 06:25:08 am »
My girlfriend insists on calling it Dork Fortress, and sometimes feels threatened that I actually love it more than I do her

D;

You don't?

10
DF Dwarf Mode Discussion / Re: Comic On CraftDwarves.
« on: February 12, 2011, 06:25:04 pm »
Not to be pedantic, but a granite boat can and will float if constructed properly. Remember your basic buoyancy, kids. If the boat is mostly hollow it will displace a greater volume than its granite material occupies. Thusly, it will float.

As for musical instruments made of stone, an ocarina can be carefully carved from stone and will sound just fine. Though different stone types will produce slightly different resonance and 'flavor' for the sound.

 

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 24, 2011, 02:23:25 pm »
My latest fortress has a very simple defense mechanism. The only entry point is an incredibly long corridor of retracting bridges. Goblins walk on bridge, lever is pulled, goblins down 10z levels onto upright steel spears. The problem is that I got attacked before the project was complete, and as it turns out a 10z drop is not immediately lethal. The fourth usually seems to be the sweet spot though.

12
DF Dwarf Mode Discussion / Re: Woah.... I think I went too far.
« on: January 22, 2011, 12:28:16 pm »
:/

you misunderstand holocaust deniers. Holocaust deniers are what it says on the tin, they deny the holocaust took place and THAT is pretty much the dumbest thing you can manage to do, what with the staggering amount of evidence. And yes, sure, some death tolls may have been exaggerated, but that doesn't matter as it's still millions of human lives.

(Now had it been Elves...)

I think the thing that causes so much horror is possibly not the bodycount, after all, Lysenkoism probably killed more people through slow starvation and mismanagement. I think what incites the real terror is the sheer machine precision and deliberate methodology. The Nazi party had a contract with IBM to custom build accounting computers to make things more efficient for the love of all things holy.

The sheer cold-blooded nature of it all is what strikes deep into the heart of most people.

13
DF Dwarf Mode Discussion / Re: Protection of an Aluminum Breastplate
« on: January 22, 2011, 12:17:45 pm »
As I mod almost all metals to be weapon/armor craftable, this is relevant to my interests.

Almost all. Until Toady One enables radiation NOBODY needs a lead breastplate.
I have a tendency to do this too...  but only because finding a set of masterwork golden armor makes for an interesting, if not particularly useful, find to an adventurer.

Platinum war hammers....
This might become my first little modding project.

It is very interesting, and funny to pick up strange metal weapons and armor from goblins. Plus it means I can put honor guards and my internal police in shiny brass or electrum armor. SHINY! Yes, you can make platinum warhammers, and they are pretty effective.

As for the modding project, its pretty easy! Go into your RAW directory and open inorganic_metal.txt and you'll see the entries for each metal. They'll look like this:

Code: [Select]
[INORGANIC:GOLD]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME:SOLID:gold]
[STATE_NAME:SOLID_POWDER:gold dust]
[STATE_ADJ:ALL_SOLID:gold]
[STATE_NAME_ADJ:LIQUID:molten gold]

To make the metal weapon/armor/whatever capable, all you need to do is add any of the following to the metal's entry;
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_DIGGER]
[ITEMS_ARMOR]
[ITEMS_ANVIL]

I think those properties are pretty self explanatory! For example, to make platinum warhammers just find the PLATINUM entry and insert [ITEMS_WEAPON] in there. I'm not sure of you need to regenerate the world - I think not though.

14
Quote from: rephikul
SPEED:0 player detected

I suspect he means several hours of sitting playing the game, not several hours of "in-game time". heh.


I'm another person who has to use blocks for everything. I like above-ground forts because I can control the colors of everything. Also, all furniture has to be encrusted with just one gem type. This means I have to make custom stockpiles near my jeweler and micromanage him.

We must have been separated at birth.

Also, every surface must be smoothed and engraved. EVERYONE. If its sand or loam, I floor over it with metal. SHINY METAL.

15
Rough stone is never an option. All workshops and constructions must be made of rock blocks, glass blocks, or bars. As you can imagine this makes me bring a block or two with me from Embark for building my first masonry shop.

Secondly, I do not expand my fort, except for mining and apartments. When I arrive, I designate all the mining, channeling, and other burrow activity. Then set those dorfs to digging.

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