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Messages - Crashmaster

Pages: 1 ... 15 16 [17] 18 19 ... 48
241
DF Dwarf Mode Discussion / Re: Design of a Dwarf Fortress
« on: April 02, 2014, 03:16:39 pm »
I get my inspiration from the lay of the land in my embark or build to suit a super-weapon or defense strategy I want to try out.

242
DF Gameplay Questions / Re: Force Dwarves to Swim?
« on: March 27, 2014, 02:20:23 pm »
I put a pump the pulls from the pool loops right back and washes the operator into the pool. He climbs out and takes the pump operating job again.

243
Gadelaza WIP from the Gundam 00 Trailblazer movie;

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

GN Fang hangers not yet started.

244
I understood that you need a 3x3x3 empty space with the core in the center of any of the walls to ensure you exit the core inside your ship.

245
Alive again!

I've been working on a real challenging build for a while; a transforming or dual-mode GNMA-Y0002V Gadelaza. Will post pics soon as its starting to come together.

246
You can make your site temporarily un-accessible but using dfhack to place obsidian walls around the entire edge. Dfhack walls have no top so are not pathable and will prevent the first two migrant waves from spawning. Combined with removing the mountain entity's active season I used this for true hermit games.

 

247
DF Dwarf Mode Discussion / Re: The hardest embark. EVER.
« on: February 28, 2014, 03:32:42 pm »
There was one called seven days where the entire left side of the embark was a 40z spire of smr and magama. The right side of the map was cut off by a 20z river gorge. Seven days after enbarking the magma flowing from the left overruns the embark area pushing any surface items left over into the gorge.
It was just possible to get a decent set-up in that time but you were embarked as humans.

Also the mercury and pluto extreme tempereture embarks were quite hard.

248
Removing [ACTIVE_SEASON:AUTUMN] from the [ENTITY:MOUNTAIN] entry in the entity_default raw file will prevent all caravans and any migrants beyond the first two waves.

249
DF Gameplay Questions / Re: Building underwater
« on: February 21, 2014, 04:37:59 pm »
I think i remember reading that grate material made a difference on weather or not they deconstructed when frozen......

251
DF Dwarf Mode Discussion / Re: Most badass dwarves you had
« on: January 21, 2014, 10:29:22 pm »
Kogsak Lustrouscraft the Failed Purge, and her artifact adamantine battleaxe, Mortalfortune the Armory of Requiring.

One of the starting seven chosen for her excellent starting stats she led the military of Stormrack (pretty much became the military) for her entire life. She racked up well over 5000 kills against the civilizations of the fortress defense mod before dying of old age on the eve of the fortress's centennial while single-handedly fighting the bulk of a recent siege trapped from fleeing in one of the processing halls.

She even took a ridiculously over-powered side-adventure in the name of dwarven vengeance and 'diplomacy.'

edit; admittedly many of her kills in the first half of her life were crippled by a 7z drop.

252
DF Gameplay Questions / Re: Non-cheap fort design?
« on: January 02, 2014, 05:08:25 pm »
Draw bridges may be OP due to the AI being not being able to use siege equipment but you should not refer to them as exploits.

253
DF Gameplay Questions / Re: Any site screenshots?
« on: December 28, 2013, 01:19:58 pm »
...The first part of the version number is Toady One's estimate of how much of the 1.00 release feature set has been completed.  When 0.34.01 was released, he estimated 34%...

With what seems to be an ever expanding feature set for 1.00 you would think the version numbers would have to decrease at times using this numbering convention.

254
I looked into this but didn't pursue investigation of it's finer details.

!!SCIENCE!! on mechanics, casting and accidentally the whole pathfinding

The pathfinding effects seem to have the most promise. I read some post where the OP had problems with cast-in mechanisms becoming unsupported but I suspected it was due to them being built on top of dfliquids'd obsidian which seems to do some weird things especially (or at least) In Ocean biomes.

Happy new year!

255
I also get debug messages of the sectors surrounding my station base as causing consistent 1000ms server lag. When I go out to check them there is nothing at all there.

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