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Messages - GreatWyrmGold

Pages: 1 ... 3346 3347 [3348] 3349 3350 ... 3706
50206
That...is a big bug. Are you sure that they're afraid of the chinchillas on the surface, and that there's no holes leading to them, and that it's the subterranean dwarves being interrupted?

50207
DF Modding / Re: Bay12 Space Program
« on: August 13, 2012, 06:42:27 pm »
I was not planning to add things like that in. Well, maybe cloning, but I can't think of how to do that.

50208
That...is a lot.

Well, there's also d-b-c.

50209
DF Dwarf Mode Discussion / Re: A frozen extract quiver?
« on: August 13, 2012, 06:20:12 pm »
And now we know. And knowing is half of not blowing all of your starting points on quiver-shaped cave floater juice.

50210
Dear Joben,

Lots of people use the ANTU thread for congrats as well as criticisms.

Sincerely,
GreatWyrmGold, Overseer.

P.S. I haven't played DF for...too long. If I had, I'd contribute.

50211
DF Modding / Re: Bay12 Space Program
« on: August 13, 2012, 06:10:26 pm »
Space cows have been proven not to exist, and no life exists on Venus to get jealous of us. Unless we're not the only rebellious colony? Hm...

Backstory I've thought of: The ship reaches Mars, but an industrial accident leads to destruction of what order remained and of a lot of our tech. After much time, the famous founders of the colony (including people who participated in making this mod) are treated as saintly or perhaps godlike figures, and tech has advanced to the point where we can, again, war on The Green Planet. That's all I've got for now.

50212
DF Community Games & Stories / Re: Ork Fortrees sucksessun fort.
« on: August 13, 2012, 06:08:25 pm »
Ayd lyk an ork and uh tern, elvz.

Ork naym: GraytWormGlaz, uh glazmakker. S/hee lyks axiz, and wantz t' kil sumthin wit uh bigg ax mayd owt-uv glaz. Mebbe tu. Heehee. Cristil glaz, buht grene iz fyn.

Iz Ork-tok fyn?

Spoiler: Tranzlaytud: (click to show/hide)

50213
I was more aiming for a simple, 5 minute fix. Something Toady can do while the microwave is going.


There are a lot of minor, 5 minute fixes that could be done to the game that could substantially improve things. Tiny changes rather than huge overhauls. Go after the low hanging fruit first.
Erm...this isn't that. A "simple five-minute dix" probably involves changing the raws. If there were any big, 5MFs that Toady COULD do, he would have.

Quote
I'm guessing that the number 30 is a totally aribratry number. If it was 64, 256, 65536, or something like that, then thats more of a hardcoded number. But 30 just doesn't seem to be due to a hard coded limit.

If this is the case, then changing the limit from 30 to whatever is the limit, be it 64, 256, 65536, or any other number, would provide essentially infinite work orders to be done.
There's presumably a reason Toady capped it. I'd be interested to hear it, but for now I assume it's something to do with how much can be written on one piece of paper/slab of stone.

50214
DF Gameplay Questions / Re: A buckler on each arm? What for?
« on: August 13, 2012, 05:56:58 pm »
Wait, dwarves can only use one thing per hand now? How long has this been the case?

50215
DF Gameplay Questions / Re: Automated minecart departure?
« on: August 13, 2012, 05:54:01 pm »
Track stops can be lever linked and seem to have no problem being built on ramps. Perhaps linking one to a pressure plate, with the cart sitting there. The ramp should impart speed to it, and send it into motion. Of course I haven't actually tried it but it's worth a shot.
You'd have to put it on top of the ramp. Somehow.

Here's a simple idea that might work:

1. Set up a chamber with a hole next to it. The hauling route's first stop goes there, and tells the dwarves to push the minecart down the pit once it's full.
2. Before the minecart is placed, put a floor hatch into the floor and link it to a lever.
3. Under the floor hatch, put your minecart-acceleration device.
4. In case of attack, pull the aforementioned lever and report the most amusing casualties (of either side).

50216
DF Modding / Re: Bay12 Space Program
« on: August 13, 2012, 05:48:32 pm »
What kind of Martian animals, and why would there be Venusians?

50217
...That's maybe half a dozen kinds of socks. Still, I see your point. Might be nice, sometimes.

50218
i  hate arts and culture department , but if im leader of it , i demand engravings of engravings of cheese !
Spoiler (click to show/hide)
I'm still alive!
The Ministry of Extra Terrestrial Affairs sends its regards.
Spoiler (click to show/hide)
My french is far from as good as it should be so please help me out here.
-This is not cheese.
-This is not an engraving of cheese.
 Right?
Yep. I was going to make a "this is not an engraving of an engraving of cheese" one but I got lazy so I decided to stick in that Machine Code meme guy.
That picture should be in all of our office buildings. And on the occasional gift card.
Meh, I can think of MANY better pictures. Lots of screenshots from Boatmurdered, for instance.

50219
DF General Discussion / Re: What Would Urist Do?
« on: August 13, 2012, 05:43:48 pm »
Nothing. The hydra takes care of goblins and foredwarves wondering why he isn't working for him.

What would Urist do if he was a foredwarf?

50220
I am signing up. My name is kingfisher and I am a highly trained doctor, and I will be head of the medical department. So many problems plague our astronauts. The solution? Magma. Say an astronaut suffers oxygen deprivation. Applied magma to the lungs. Please, I hope you will see my excellence.
As F.O.R.G.O.T.E.N.B.E.A.S.T. of the Fortresses of Space*, I can say that this test will probably prove detrimental to the astronaut. Please do not proceed with the suggested procedure until it can be tested on an expendable test subject. Given our limited population, I advise either the creation of expendable test subjects or, if the cost of getting test subjects outweighs negative P.R. and ethical issues, Terran prisoners.
*Or whatever we name our group...And what will we name the "fort?" Shuttlemurdered?

BTW, I've also started to plan a training program here.

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