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Messages - Lielac

Pages: 1 ... 14 15 [16] 17 18 ... 70
226
DF Gameplay Questions / Re: Are Age changes instant?
« on: February 06, 2014, 04:06:36 pm »
I'm pretty sure Age changes only occur when the year changes. I once had a dragon (the only, in this world) die in late Galena of 218 and the world passed into The Age of Goblins when Spring of 219 hit.

227
DF Gameplay Questions / Re: Breeding/Pet question
« on: February 06, 2014, 09:13:39 am »
interesting. no chance on a random bear having walked past I assume?

I'm 90% sure the map never had grizzlies before I filched some from the elves. Certainly I never noticed my hunters shooting them to death.

Hmmm. I'll slaughter enough grizzlies to go under 50 and release a single female from the grizzly sow cage.

228
DF Gameplay Questions / Re: Breeding/Pet question
« on: February 06, 2014, 09:05:40 am »
a male dog in a cage can't release his spores, but you only need it outside the cage for a short time for him to infect all the females.

I can confirm for grizzly bears that this is untrue. I had a pair of female grizzlies from the elves that I got before Laborfords got sieged, and then one elven caravan got killed and later my grizzlies started popping out cubs. There was a caged male grizzly outside the fort whose spores infected them.

229
Are the female birds pastured? Do their pastures include (unforbidden [though I don't know if that'll change anything]) nestboxes? Are you absolutely certain of this?

230
DF Dwarf Mode Discussion / Re: Dyeing a river with blood
« on: February 05, 2014, 03:03:41 pm »
I made a waterfall flow with blood once by accident. It was hilarious.

Oooooooooooooooooooooooh. How'd you do that?

231
DF Gameplay Questions / Re: Strangely unhappy dwarf
« on: February 05, 2014, 02:57:43 pm »
IF it were the case that the dwarf was a new immigrant, and they ARRIVED unhappy, would thoughts screen still show what had brought them unhappiness?

I've gotten migrants from a previous fort with thoughts that I recognized. Migrants that are fresh from worldgen will be quite content with no thoughts, however.

232
DF General Discussion / Re: Future of the Fortress
« on: February 05, 2014, 02:53:14 pm »
Ah, who am I kidding, of course it's about killing things, mainly Elves and the trees they love.

Which invites the question: what happens to a tree's occupants when the tree is chopped down?  Whatever it is, it can't be good.

Cave-in mechanics, probably.

233
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 05, 2014, 11:39:37 am »
:o Lielac got bored of Laborfords! TEH NOEZ! Now it's time for...

Outpost Watchrazor: 1st Granite 201; 7 beards, 0 dead

Seven dwarves have been sent from the civilization of The Last Whips to delve a new mountainhome in the midst of a lush woodland. The Coal of Vessels' task is to create a--

Ah, I piss on this writing it like I'm telling a story, I have too much of a headache to write that well.

Pop cap set to 0, child cap to 100:1000, going to dig myself into this lovely sand and the DFHack-reported clay and various stones and build myself a beardling-grown-only fort.

Tetrahedrite vastly outstrips all other ores but whatever, it's not like I'll need military-grade metal. (Knock on wood.)

Also, I specifically genned for lots of megabeasts so I can get my grubby little paws on some DRAGOOOOOOOOOOOOOONS

Nicknames are REPLACE_ALL and I'll be doing matrilineal descent of surnames. :D

Edit: I forgot to make sure caverns were at least 11 z's below the surface. ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff ah screwit I'll adapt.

234
DF General Discussion / Re: Future of the Fortress
« on: February 05, 2014, 11:19:17 am »
Could it be?  Another April 1st release?

I'm going to have to go against the grain here and stand by my original theory that there will not be a release. We already have the last version that will be made public. The dev log is just to tease everyone. :D

Be mindful that if Toady is assassinated the code doesn't get released, so don't get any funny ideas to make your ideas come true :P

Is that seriously a thing in his will?

Yeah, we've mentioned my untimely demise before, most recently because this town has lots of drunks and meth and some of the stupidest ass people that yell at you from vehicles as you might ever encounter (despite warnings from well-meaning people with misgivings about Texas, nothing ever happened down there, whereas up here in Silverdale I've been yelled at or had crap thrown at me or whatever no fewer than fifteen times while shopping, etc., even though I walked more down there), and the idea was to release everything.  I should amend that though -- if there are suspicions of foul play, and the preponderance of the evidence suggests that the death was related to getting the source released, then, well, no source then.  Yes, you will be punished for the wrongdoings of others, so pray for my safety!  No killing for the source!

Quite dwarfy. No unfortunate accidents allowed!

@LordBaal: Hmmm, that's a decent analogy. It's definitely a major major release. I was here for the transition between DF2010 and DF2012, and this looks to be more game-changing than that. Retiring... fooooooooorts...  :o

235
Oh, I'd like to note that I just specifically sought out your compendium to decide which birds to bring to a new fort. I really, really like the color-coding and instant comparison ability your format offers!

236
DF General Discussion / Re: Future of the Fortress
« on: February 05, 2014, 10:48:22 am »
I'm going to have to go against the grain here and stand by my original theory that there will not be a release. We already have the last version that will be made public. The dev log is just to tease everyone. :D

Be mindful that if Toady is assassinated the code doesn't get released, so don't get any funny ideas to make your ideas come true :P

Is that seriously a thing in his will?

(I say March 2014. March 16th for lulz; it's my little sister's birthday.)

237
On the flux bug: I'm pretty sure it doesn't actually lower the quantity of flux, it's just that it confuses the embark thing when there's shallow/deep metal(s) in the same layer as flux. So if you have metal in your only, say, marble layers, then the embark readout will think there isn't any flux.

You should really note the whole "catsplosion" thing, especially if this is aimed at newbies and people who haven't been playing for enough years to memorize important details like that. Cats are immensely useful vermin hunters but you can't butcher pets when their population gets out of hand so they're kind of eeeeeeeeeh there.

238
DF Gameplay Questions / Re: Fight... Fight to the Death for my Amusement!
« on: February 05, 2014, 10:35:42 am »
You can't exactly train them like you do war dogs, but you can enlighten them. And then they're basically immune to everything but another enlightened unit, cage traps, and cave-ins to the skull.

239
DF Gameplay Questions / Re: Confused about Weapon Traps
« on: February 05, 2014, 10:08:56 am »
and the special metal isn't counted in the embark screen, you'll always have some if your embark is at least 2x2.

Incorrect. There's one candy stick in each 2x2 area of the small 16x16 region tile, so if your embark is aligned to the grid then 2x2 will guarantee 1 candy stick and only 1 candy stick. If your 2x2 embark is not aligned with the grid, you can get anywhere between 0 and 4 candy sticks. 3x3 is the minimum for absolute certainty of at least 1 candy stick.

240
I also once forced a bone carver into a fell mood so that he would make my baron into something useful.

I'll be in the corner quietly expiring of laughter if you need me.

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