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Topics - FearfulJesuit

Pages: 1 ... 13 14 [15] 16
211
Creative Projects / Doing some brewing
« on: January 16, 2011, 10:46:28 pm »
I am attempting, out of sheer curiosity, to ferment maple syrup.

1. Would I need to dilute the syrup first?
2. Would kitchen yeast do the trick, or do I need special yeast?

212
DF Dwarf Mode Discussion / General Fortress Design
« on: January 15, 2011, 11:22:02 am »
I place each sort of workshop and stockpile on its own z-level. It's very efficient.

What's everybody else's general design?

213
DF Dwarf Mode Discussion / I accidentally the outpost liaison
« on: January 14, 2011, 03:39:29 pm »
So, my expedition leader is also one of my miners.
I'm trying to find the cotton candy. I succeed in doing this, but in the process of digging into the rock, he hits magma. He runs away, but the outpost liaison who wanted to meet with him has died.

Oops. Now what?

214
DF General Discussion / Magma Carta; or, the Dwarven Constitution.
« on: January 13, 2011, 08:09:33 pm »
I. A dwarf has the right to life, liberty and property, unless of course he shall strike magma, or be killed by goblins, or be a noble and suffer an Unfortunate Accident; moreover he has all right to his property unless it is a sock on a battlefield. A dwarf seemingly has the right to go on break at any time for any reason.
II. The government of a fortress is generally reckoned to be a social contract between the nobles and the player, wherein the player shall let the noble live only if the noble makes no stupid mandates, and if this is broken the player has the right to make the noble suffer an unfortunate accident.
III. A dwarf has the right not to be prosecuted, unless he trades something away he didn't know couldn't be. In the event that a dwarf suffers a punishment without good reason, his punishment shall be inflicted on the noble in the form of an Unfortunate Accident.

Continue.

215
DF Suggestions / Stone Detailing
« on: January 13, 2011, 12:27:10 pm »
I suggest that we make smoothing and engraving 2 different labors. When you're trying to train up an engraver by having him smooth out your bedrooms, while you have your legendary engraver engrave your dining room, you don't want them switching jobs.

216
DF Modding / Gnomes
« on: January 10, 2011, 10:32:17 pm »
I would like to create a gnome civilisation, which will send a caravan carrying mostly food, booze and wood in the winter.

How might I go about doing so, and is there a program that will "create" a Gnomish language for me?

217
DF General Discussion / Gestation period
« on: January 10, 2011, 12:34:34 pm »
Anybody know the gestation period for dwarves, animals, etc.?

218
DF Modding / Family tree maker?
« on: January 06, 2011, 03:23:46 pm »
This is beyond my programming capabilities, but I'd like to be able to view the relationships of all my dwarves in a single program, including family trees.

219
DF Modding / DF- in 4D!
« on: January 05, 2011, 09:14:57 pm »
In regular Dwarf Fortress, there are three axes of sight: north/south, east/west, and up/down.

Idea: using a fourth set of "arrow keys", make a 4th dimension mod...

220
DF Dwarf Mode Discussion / Project Idea
« on: January 05, 2011, 09:09:23 pm »
I have absolutely no idea how to do this. But I think it would be cool, and maybe it would also be possible.

Build a Rubik's Cube in Dwarf Fortress.

221
Forum Games and Roleplaying / Solve a Math Problem
« on: January 05, 2011, 02:19:23 pm »
Here is the setup. The first person poses a math problem, and then the next person solves it and poses a new one in the same post.

I shall start.
-------------------
It is well known that the gamma function "fills in" the gaps left by the function f(x)=x!.

Consider, then, the function f(x)=∴(x), where ∴(n)= 1+2+3+4+5+6...+(n-2)+(n-1)+n.

What function would fill in the gaps, allowing us to evaluate (say) y=∴(π)?

222
DF Dwarf Mode Discussion / Bedroom Design Commission
« on: January 05, 2011, 11:19:27 am »
Well, not really a comission, as there's nothing I can pay you. The point is, I need a good bedroom design to house 50 dwarves on 1 z-level, with no overlaps other than walls between bedrooms and room to put not only a bed but a couple of doo-dads in each bedroom. The opening point will be a 3 x 3 up/down stairwell.

223
DF Dwarf Mode Discussion / A Transportation Idea
« on: January 05, 2011, 10:54:15 am »
Let us suppose that we have some miners who have dug channels vigorously:

--            --------------- (ground)
--            ---------------
--            ---------------
--            ---------------
--            ---------------
--            ---------------
-- miners  ---------------
-------------------------

Now here's my question: if we built a floor (#) on top of the hole:

--######---------------
--            ---------------
--            ---------------
--            ---------------
--            ---------------
-- miners  ---------------
-------------------------

and designated a stockpile for food and beds on the floor, and then used supports to keep it up there and pulled the lever: would the food and beds make it down to the miners?

Here's a second question. If (~) is magma, and we have the following situation:


--######---------------
--            ---------------
--            ---------------
--            ---------------
--            ---------------
--            ---------------
--            ---------------
--            ---------------
--            ---------------
~~~~~~~~~~~~~~~~

is it possible to (say) drop the floor with supports into or right next to magma, drop its load of elves off, and then rise back up again? I'm thinking that, if so, we could also use this for a dwarven elevator.

224
General Discussion / What'd you get for the holidays?
« on: December 25, 2010, 08:36:02 pm »
Whoops, it seems this thread already exists. Please lock.

225
DF Modding / 2 Modding Questions
« on: December 17, 2010, 01:26:04 pm »
1. I would like to make a mod in which the nearest Goblin civilisation, which would be at peace unless you tick them off, sends a caravan in late winter. I know I'd have to get rid of the [EVIL] tag on goblins and put in a [BENIGN] tag, but what else do I need to do?
2. I am considering a mod in which you can take any ores or any bars and make alloys out of them, with equations to specify their attributes. Is this possible?

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