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Messages - GreatWyrmGold

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49411
Forum Games and Roleplaying / Re: The Bay12 Space program - Open discussion
« on: September 03, 2012, 07:07:45 am »
Leave Toady alone, it's a reasonable assumption that planning a Martian colony and anti-Terran war does not directly connect with DF.

Besides, it's a good thing. These threads should always be near the top now. Probably.

49412
Forum Games and Roleplaying / Re: The Bay12 Space Program - Logistics & Info
« on: September 03, 2012, 07:07:12 am »
So...we got moved.

49413
DF Dwarf Mode Discussion / Re: New Embark >> "is getting used to tragedy"
« on: September 03, 2012, 07:02:10 am »
You say this was brand-new, before settling anywhere?

I'd guess worldgen simulates tragedy somehow. Did the dwarf lose any family members?

49414
DF Dwarf Mode Discussion / Re: Another minotaur thread :)
« on: September 03, 2012, 07:00:59 am »
It would be a nice addition to have intelligent enemies try to pick up weapons on their own...
Anyone else think so?
Guys the minotaur has the: [HABIT:USE_ANY_MELEE_WEAPON:100] tag. It should pick something up off the ground and use it. However, now that i think about it it may only work in it's lair. Try it. Do some !!SCIENCE!!.
Embark on a lair/cave. When a minatour arrives, keep it safe/caged away. When your fortress dies, it'll automatically free itself and arm itself with the best weapon you've got. I had a minatour with a masterwork battleaxe this way, each wave of soldiers would try to overpower the minatour...
Just be glad you didn't have an artifact great axe...

49415
DF Gameplay Questions / Re: trouble building lever connection
« on: September 03, 2012, 06:59:00 am »
I wouldn't think that it would matter, but it might.

49416
DF Gameplay Questions / Re: About clothing...
« on: September 03, 2012, 06:57:54 am »
...Socks are foot-coverings. And that's the minimum to avoid bad thoughts about unclothedness; I'd imagine that rotting gloves would be pretty unpleasant.

49417
No, it just cuts a valley through the cliff.

49418
DF Gameplay Questions / Re: Digging Upwards?
« on: September 03, 2012, 06:56:19 am »
You should get a warning before digging into aquifers, specifically the level below the aquifer flooding.

In general, it's good to know where the aquifers are.

49419
DF Gameplay Questions / Re: Edge-of-map drawbridges
« on: September 03, 2012, 06:55:36 am »
I'd advise some kind of trap where you drop rocks on an enemy.

49420
DF Gameplay Questions / Re: [minor spoilers] SMR and magma dumping problems
« on: September 03, 2012, 06:55:03 am »
Instead of channeling into the magma sea's floor, channel into its ceiling?

49421
DF Gameplay Questions / Re: Minecart spiral
« on: September 03, 2012, 06:54:18 am »
One method for filling minecarts with magma is to put a minecart in a room, flood the room with magma somehow, drain the magma, and finally move the minecart elsewhere.

Minecart spirals, as you call them, are probably either tantrum spirals started by minecarts or some kind of twisty, rampy passageway down, with carved tracks everywhere.

49422
DF Gameplay Questions / Re: About clothing...
« on: September 03, 2012, 06:52:01 am »
You need, at a minimum:

1. Upper body coverings
2. Lower body coverings
3. Foot coverings

Other stuff is nice--for instance, leather caps help protect your civilians from attacks. Help, mind you.

49423
DF Gameplay Questions / Re: Mace vs Hammer
« on: September 03, 2012, 06:50:32 am »
Miners have a bunch of big military advantages past skill. For instance, their contact area is small enough to poke at vitals from armor but often big enough to cut limbs off. They've also got good velocity and penetration modifiers, and DF doesn't yet simulate their downsides. Also, they don't have any blunt attacks dwarves would otherwise occasionally waste time with.

49424
DF Suggestions / Re: Procedurally Generated Cave Beasts
« on: September 03, 2012, 06:47:30 am »
I suppose so. There is already a fair amount of code to procedurally generate cave beasts, although I don't know how much of it would apply to this suggestion.
Not that Toady's adverse to programming new stuff. If he was, we wouldn't be chatting here now.

49425
DF Suggestions / Re: [Adv. Mode]Keep Water in Wells fluid
« on: September 03, 2012, 06:46:12 am »
The first part is only in Adventure Mode, where the underground water is actually water in a deep pit. The second part requires a big farming overhaul, which is beyond the scope or intent of this thread.

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