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Messages - nordak

Pages: [1] 2 3 ... 25
1
DF Dwarf Mode Discussion / Re: Caravan from mountainhome... melted?
« on: July 18, 2019, 12:38:41 am »
Extreme temperatures can cause the fat of creatures to melt, resulting in bleeding that's usually fatal (survival is supposed to make the victim fire proof, though). In the embark where I've seen that, this happened only when it rained, while creature out of the rain survived. However, caged animals seem to be able to actually leave a puddle of melted fat on the ground as they die inside their cages, even if the caravan itself doesn't suffer any casualties (because it didn't rain). In that reanimating biome the dead caged animals were reanimated OUTSIDE of the cages well after the caravan had pulled in to the trade depot, with predictable results...

So does surviving rot disease give similar benefits, or just results in sterile deadpool scarred dwarves?

2
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: July 17, 2019, 05:54:14 pm »
so Im still sort of new to this mod, and trying to figure out all the new stuff. When I came up on warpstone I figured I could use it for something cool. I didn't find anything in the manuals but I saw some forum posts about a warpstone pool. Is this feature outdated and not in the current version, or is it for a different race. And if I can use warpstone, how do I use it?

Someone correct me if I am wrong, but warpstone is just a gemstone with no apparent reactions for Dwarves (I only play dwarves, So I do not know the other available races) But be aware that mining it does cause syndromes, sort of like the old coal lung dangerous mining mods. 

Second, I have a question of my own.  Is there a way to make armor for your Golems, or do I need to start DF hacking gear for them?  I lost a bunch of Gold golems to trivial things due to not having appropriately sized armor for them.  Pandeshi men do drop usable armor, but it is general garbage, especially since I have abundant Volcanic, Mithril and Adamantine stored up.

3
Utilities and 3rd Party Applications / Re: DFHack 0.42.06-r1
« on: July 03, 2016, 10:37:16 am »
It will arrive after you finish an apprenticeship under a owl man necromancer...  Also, by then you may also have wizards in the vanilla game, :p

4
Masterwork DF / Re: ☼Humans☼ - Everything Human Mode
« on: April 08, 2015, 12:31:40 am »
First run with the latest version... Quickly discovered that the Humans were very vanillin, made me quite sad as I had my basements dug and was trying to find all the custom buildings.   :'(

5
DF Dwarf Mode Discussion / Re: Vampiric Crossbowdwarves
« on: May 24, 2014, 09:37:57 pm »
I usually only have a single vamp at a time, accidents happen.  You still need some sort of limited firing arc, so that enemy master+ archers won't be able to wound / Kill your Immortal warriors.

  I would recommend a 90 degree range over a pass with a second tower facing the same way. With the tower and pass blocking all exterior LOS to your sniper holes. 
I would not use this as a primary defence, but as a part of a trapped mantrap it may be feasible.

6
DF General Discussion / Re: I am not a happy bunny.
« on: March 29, 2013, 11:24:13 pm »
That is a fate far worse than being massicred by cow skin.

7
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 29, 2013, 10:06:28 pm »
Well I had this great fortress.It was like my second fortress and I was still a newby.These dwarf traders arrive and I'm like ok so here are my stone crafts and OH LOOK.I captured a minatoaur and its in a wooden cage.I bet its save to transport it to the traders and sell it to them.I set it to be transported and once I go out of the trade menu I get annoucements saying that dwarfes are getting killed.I go like WTF?I go to the floor and what do I see there?Dead bodys miasma and this minatoaur knocking out dwarfes,dwarfe children and dwarfe babys.I didnt have a millitary then just some traps.And I had to abandon the fortress since about 3/4 of my dwarfes where goners, the rest was outside.And inside there was a minatoaur running around in pools of blood.

Technically, you only asked for the cage to be brought to the depot. Not the minotaur.

I'd actually call that a bug but yea, we'll just release this killing machine into the general population and hual this amazing worthless cage to the depot, oh shit its loose, and hes beating me to death with my own sock.

8
DF Dwarf Mode Discussion / Re: E-fish-iency
« on: October 05, 2012, 12:54:17 pm »
must be an area that has never been "outside"

9
can we get a minecart impact study started... surely has some parallels with your research. 1000 dwarfs on track and run carts over them... should have enough results after every cart and trap of each material has been ran.... sorry just jumped on here to see if toady had tossed up an update, and found a good read.

10
don't forget to claim items

11
DF General Discussion / Re: What Would Urist Do?
« on: April 25, 2012, 09:19:05 am »
Run around the edge of the cage until ripped to shreds by badgers.

WWUD if appointed Hammerer after a tantrum spiral?

12
DF Announcements / Re: Dwarf Fortress 0.34.07 Released
« on: April 05, 2012, 05:15:03 pm »
sounds like stockpiles can be far away from where they need to be.

Well, maybe.  To me it sounds more like inter-stockpile shipments will be very efficient.  So you might have a huge central stone stockpile, with rail lines to the mining site, and to smaller stockpiles near the mason's shop and so on.

But this is all speculation at the moment.

This would be, quite simply, awesome :)

I am imagining rail lines being used for rapid transit of large quantities of goods from one stockpile to the next.

Want to move that 500 rock you just mined?

1) Designate the area where the stone is as a stone stockpile

2) Indicate that the main stone stockpile should pull from this stone stockpile.

3) create a rail line between the two.

4) Watch dwarves load mining carts from the stone source and take to stone storage.

Lots of different ways this could be done, most of which would be very nice!

I see a million mining cart related deaths... and fort deaths based on lack of cart safety

13
DF Dwarf Mode Discussion / Re: Blood EVERYWHERE.
« on: March 21, 2012, 03:45:40 pm »
Blood spreads like an infection in this version, so upstream and downstream don't matter, think stagnant water bug...
How exactly does the blood flow in water? I've found it to be buggy and inconsistent. Proper scientific !!research!! must be done to identify the behavior of blood in water for the designing temples to Armok.

For example:

  • Does the blood remain in the water when it is pumped?
  • If the water has any sort of inequalities or flow, will all the blood simply stain the walls and be gone?
  • With the buggy water flow, can you generate an infinite amount of blood?
  • How do puddles and spatters of blood interact with water?
  • If the water falls (for example, as a waterfall), will the blood remain in it?
  • Will the mist of the waterfall clean destroy the blood when it reaches the bottom?

Just a few questions to get someone's !!research!! started. I'm sure there's a lot more to know about it. Everyone wants to kill their enemies over an altar to Armok, wash the blood into a cistern and power a blood fountain, under which you will have a party after each !!*(Fresh Kill)*!! on the altar.

Only in Dwarf Fortress! :P
1. Don't know
2. All tiles tainted are tainted until cleaned until receiving more blood from river
3. Yes
4. They contaminate it, and the water now spreads the blood.
5. yes
6. not that I am aware of

14
What the *Magma* is this, your breaking the game... its supposed to have ridicules redundancy and impossible user interfaces, keeps the script kiddies out...

Anyhow, looks good.  What did you have to do to make the fixes, to my knowledge most of that stuff was in the source, not the raws?

15
My dwarves can't seem to actually...  make anything out of stone.  Dug up a ton of microline, shale, etc and none of it will actually be allowed to build buildings or turn into blocks or, well, anything you'd do with a rock.

Go into the stones tab(use Z) and remove them from being economic stones...  all it does is prevents your ore from becoming ore thrones and such, but a recipe that uses those stones has been made and now has it as economic.

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