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Messages - GreatWyrmGold

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50776
In theory, my computer should be working again by sometime tomorrow, so maybe a quick update tomorrow evening.

50777
DF Modding / Re: Turning a totem into limestone.
« on: July 04, 2012, 03:43:37 pm »
Replace BOULDER with BAR and add PRODUCT_DIMENSION:150. Also, don't do this in areas warmer than freezing, like underground.

50778
DF Modding / Re: Any mod to make text easier to read?
« on: July 04, 2012, 03:42:41 pm »
I think part of the problem might be the tileset you're using. See if switching to ASCII or a different tileset helps. Or maybe turn on TrueType.

50779
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: July 04, 2012, 03:41:15 pm »
Everything that burns could be used as fuel too, as soon as we'll need fuel for cooking etc. Disposed-of cloth could be used as rags for cleaning, as soon as that's needed. Solid raw materials (wood, bone, ivory, stone, etc.) could conceivably be used to craft smaller objects. Otherwise turning it into gravel/pebbles/mosaic blocks would be the only option. As soon as we have gravel or an equivalent... Melting glass always yields raw green glass/
Seems sensible. However, if we'll need fuel for cooking, we should probably have some way to gather sticks and/or grass for fueling fires that don't need to be really hot (e.g. cooking fires).
Yeah, it would fit in that framework. Gives our dwarves more reason to risk their beards outside the safety of the fortress. A magma kitchen would be good for legendary barbecues, though.
Magma kitchen...legendary barbeques...Why did I not think of this possibility when someone mentioned cooking with fuel?
Oh yeah, because it would be really dangerous and impractical. But still, magma kitchens!

50780
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 04, 2012, 03:39:52 pm »
First off, times aren't that off. If a dwarf takes a week to walk across a fort, he's hauling a boulder or you've got a huge, labyrinthine fort.
Second off, read the OP. Andeerz specifically mentioned food.
10ebbor10: I think the big issue with objects draining FPS is based on the number of STACKS; a stack of 10 plump helmets takes up about as much RAM as a stack of 10,000. The issues of getting fast-mode to run at an acceptable (i.e. faster than slow-mode) speed are important, though.

50781
More like "Master wants them dead. I crawl over to them. I punch..."
Now imagine this happening as your necromancer is trying to negotiate his freedom with some knights who think he's an ancient wizard obsessed with destroying all life. ("I am not obsessed!)

50782
DF Suggestions / Re: endgame is still boring
« on: July 04, 2012, 03:32:58 pm »
Trolls have the strength top dig, but do they have the skill?

Let's see if we can get this back on its original topic:
This thread is about figuring out what this thread is about.
;D

50783
DF Suggestions / Re: object picking distance
« on: July 04, 2012, 03:30:23 pm »
I'm going to the fridge for a dish of ice cream.  Why will I go to the one on this floor and not downstairs? 

1) Tools are here, in Kitchen.  Ranges to craftstation and stockpiles.
2) I'm lazy and don't wanna climb the stairs.  Limit footfalls.

I'm for two more variables.  I guess, the two above.  Knutor

#1 is accounted for--dwarves will go for the closest rock or what-have-you. #2 is a bit harder. Are you suggesting we make c be varied, or that stairs should have higher pathing costs?
Also, is anyone else starting to feel bugged by how much c is being used here? There's a part of my brain trying to figure out everything that would happen if we could mod the speed of light in DF.

50784
DF Suggestions / Re: Tastes Like Sober
« on: July 04, 2012, 03:27:34 pm »
Nothing I've read, and nothing on the wiki, suggests that immoderation has anything to do with consumption. It should probably have something to do with gluttony--high immoderation leads to never gorging oneself. Same for vampires.

50785
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: July 04, 2012, 03:25:36 pm »
A grilling noble.  Twood be nice to have a sausage industry, and a smoker and a grilling noble.  +1 for burning whatever burns in a food smokehouse made from rock.
Do you have a statue-making noble? A wine-making noble? A charcoal-making noble? If not, why should you have a sausage-making noble?
Grilling should just ba another job the cook does.

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I don't like the reprocess idea, sounds too post apocalyptic.  Knutor
Why? It's just reusing stuff. People have been doing it for millennia.

50786
DF Suggestions / Re: Multiplayer support and Servers?
« on: July 04, 2012, 03:23:02 pm »
"Ladder-like multiplayer?"

50787
Now I have an image of a zombie horde armed with mittens stuck in my head.
Rotten fist in a wool mitten! AAAARGHHH!!!
Rotten fist HOLDING a wool mitten, I believe.

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Waiting for my turn impatiently. GreatWyrm, hold on, don't make me reclaim it once again!
No promises...I still have that challenge to worry about...

The funny thing is the first goblin siege will probably be slaughtered before they can reach any traps or a live dwarf. 'course then my punishment changes from fighting goblins single-handedly to fighting mutilated undead goblins single-handedly.
Heh. I really hope I can get the barracks set up...'course, my dwarves don't seem to have much of a life expectancy to begin with, so it might take a dozen or so before one can reach the gobbos.

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...
3. Are there any unpleasant surprises for me, aside from the flooding thing?
4. How many cavern layers are there, one?
5. Who minds if I don't let migrants in for a while?
...
3. Yes
Oh, my...

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4. Three cavern layers but I connected them all
The map's awful shallow, then.

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5. I reckon they should be let in =(
I'll do my best. By which I mean, "One might get past the growing zombie horde, and I'm claiming him/her."

1. I used it to quickly build walls around corpses 'cos at one point all the dwarfs were trapped in the tunnel with dude's coming to life faster than they could be killed, I also used it to check the map for metals and finding none except for tetrahedrite so I converted two layers to iron ore and left two mystery veins of raw adamantine for a future overseer to find

um....why did you do all this?

For the same reason I had a mug of hot blackcurrant this morning rather than tea and also the same reason a psychopath kills.

ummmm ok then... but let's keep the df hacking to absolute emergencies only from now on...
Shouldn't be hard for me; I don't even have DFhack downloaded.

50788
A ghostly child has been spotted, having risen up from the ground. No sign of mortal clothing on it.
Lastclasps is digging down, since we've got a decent little room to lounge in once we've moved some vital stuff in.
I feel like there is an ambush of some kind waiting in the caverns [Read: I got an “Ambush!” message, which lead me to the caverns. Godspeed, goblins]. This happens a couple times.
I pause to look around at the landscape, strewn with logs, arrows, piles of stone blocks, some ash (for whatever reason), and the occasional corpse or part thereof. By now, the ranks of the undead have swelled with the addition of another kobold hand just to the east, a dwarf skeleton with a severed torso to the northwest, and what sounds like a llama skeleton in the caverns, fighting the elf. Soon, the sounds of fighting stop. [The elf died to a bite in the head, without more than a feeble punch to the body lower body.]
On the second, we strike garnierite near the edge of the staircase. Good, if we ever need nickel.
Soon, our first encounter with the undead begins. Specifically, Dastot the speardwarf (given the name, it might have been better if he used a sword), Morul the hammerdwarf, and Onefi the swordsdwarf fought the one kobold hand. Kikrost the hammerdwarf was, for whatever reason, hauling a yak somewhere. Dastot scratched off a finger, and Onefi gets all sad about being attacked and the lack of things to go attack, and we're done. Good--there's more zombies than ever. There's the drake, who's attacking a large rat trying to abscond with some croc tripe; the llama skeleton; the trog skull; the other kobold hand; a couple kinds of goat skeletons; a wombat woman skeleton; two torsoless dwarf skeletons; a giant mosquito corpse that recently flew in; a giant chinchilla skeleton (!), and the elf.
The fortress is sealed, and the stocks carried inside counted. Eight barrels of beer and two of rum; a barrel each of mole dog meat, cave lobster, and plump helmets; bags of seeds for sweet pods and plump helmets; three logs, one from the wagon; a bag; a rope; some rough morions; schist and mudstone blocks; a single, superior-quality ash bolt; a cat leather left glove; two picks, a bismuth bronze sword, a copper spear, a copper battleaxe; and five dwarves. Two were locked out, Kikrost and myself.
Giant chinchillas wander in. A hamster woman's skeleton rises. A dwarf's corpse, with a single glove and a clear head wound, jumps out at me. Soon I have broken bones, and pass out. I feel dull thumps on my head as the thing punches and kicks me, and then a slap and I feel no more.


------

It's only been a few days. My dwarf has died already, and another waits his grisly fate, but we've got two miners and a few other dwarves sealed in a tiny hole with minimal supplies and not much hope of getting more, so...I'd say this is off to a good start, relatively speaking.

Sadly, technological issues with my DF computer's power cord make my turn delayed for a while. I will update again as soon as it's fixed.

50789
DF Modding / Re: Creeper Cavern: Play as creepers!
« on: July 03, 2012, 08:06:54 pm »
Add those at the end, after [SELECT_MATERIAL:ALL].

50790
DF Modding / Re: Community Mod
« on: July 03, 2012, 07:59:21 pm »
CC, if I were you, I'd either make the transformy castes POP_RATIO:0 or give them a nice, evenish percentile chance of occuring.

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