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Messages - GreatWyrmGold

Pages: 1 ... 3385 3386 [3387] 3388 3389 ... 3706
50791
DF Modding / Re: Turning a totem into limestone.
« on: July 03, 2012, 07:18:10 pm »
Also people have said that removing [PERMITTED_JOB:XXXX] works for Fortress mode, they are full of it. I remove Masonary and I can have masons when I play as that Entity.
You apparently also need to remove ALL stoneworking jobs (e.g. also engraving) to not get it in Fortress Mode. Same with every other job category.
I will have to test this now. Altho the that means there is no way to stop Masonory but allow engraving. crazy. Maybe Toady will change it so it affects jobs indiv. instead of only when the whole category is removed.
This works, as demonstrated by every elf mod ever.

50792
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 03, 2012, 07:14:14 pm »
Maybe there should be some sort of order for dwarves of a specific profession and/or specific dwarves to take their food with them for lunch?

50793
DF Suggestions / Re: Drag down drawbridges!
« on: July 03, 2012, 07:11:51 pm »
"If enough succeed" implies that it would take a large amount.
I missed that vital sentence.

Quote
Unless the Wiki is mistaken, I read on the Drawbridge page that enough units on a bridge prevent it from functioning.
'Enough Units' is most likely defined by their weight.
So while possible four or five trolls (Estimate, no actual data present) could pull it down, it would take around, I dunno, 40 or so Goblins...
And they'd have to be nuts.
Yeah, not terribly likely without modding out the goblin will to live.

50794
From the journal of GreatWyrmSilver “Boatslance,” middle child of the Mining Brothers of The Earthen Room, reclaim team for Agsalkikrost.
You probably haven't heard of me or my brothers, but trust me, we're the best mining team this side of Koganusan! My older brother, Lastclasps, is a pansy optimist who can't handle stress; my younger brother, Oildwelings, is a tough guy who thinks he can muscle his way through anything; and I'm a bookworm who spends too much time reading and writing. No wonder we wound up here; we're too skilled to waste and too eccentric to use. So now I'm freezing my rear off despite wearing trousers, a robe, a cloak, and so forth. I hope to get underground soon.
While my brothers are still fumbling for their picks, I've already got mine and am busy mining out the top of the staircase that will let us escape this place. Meanwhile, the four dwarves chosen to be the milita are standing around, hauling the pack animals off to pastures in hopes that they'll buy us enough time to get underground before we die. I can hear the wails of four ghosts and one elf. Interestingly, one of the ghosts has a cat leather cloak and a bronze ax, and two of the others are clothed. How and why this is doesn't interest me, although one of the dwarven ghosts does. I instantly feel a kinship with him.
Soon the dead begin to rise--a drake, far to the southwest, then a small kobold hand in the mines, then a troglodyte skull to the west. The land has detected life, and we are not welcome.

-----

Just a quick intro, not a lot being said. All of the noted events occur before midnight of Granite 1.

50795
I was just about to rejoice, looking over the embark. There were no zombies in sight, and only a few ghosts (including GreatWyrmPyrite; I wonder where my other ghost went). Then I saw the corpses...Stocks say there's around 50 plus around 100 body parts. Well, carp.
I have a few questions, of course.
1. Did anyone use DFhack? There are some suspiciously square blocks of obsidian around, and if it's fine to do that I might use it to reclaim bits of the fortress. (By sealing it off, bit by bit, so I can reclaim it one bit at a time.)
2. Who minds if I abandon the old fortress for now?
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?

50796
DF Suggestions / Re: Drag down drawbridges!
« on: July 03, 2012, 04:05:52 pm »
I thought you were suggesting that the few goblins, or probably just one, who were suicidal enough to jump at the raising bridge would be able to lower it.

50797
DF Suggestions / Re: Drag down drawbridges!
« on: July 03, 2012, 03:21:50 pm »
Sometime when you're in Europe, visiting an old castle, bring some friends and ask the people running the castle to raise their drawbridge. If they're insane enough to comply, get you and the approximately zero friends crazy enough to join you to jump and grab the rising bridge. If you succeed, see if you can get the bridge to drop. At best, you'd get into the castle; at worst, you'd end up a corpse with criminal charges.

Maybe reckless or suicidal goblins would try to enter via closing drawbridges, or in other words would go onto triggered-but-not-risen drawbridges and possibly end up inside, but that's about it. Trolls or ogres might have more success, depending on the bridge.

50798
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 03, 2012, 03:17:29 pm »
That's more reasonable, but unless I'm in a big rush I always eat at some kind of dining room, so presumably dwarves would prefer that over eating bites of plump helmet between swings of a pick or what-have-you.

50799
If zombies do heal, they shouldn't, and they certainly shouldn't heal to you.

50800
DF Modding / Re: Turning a totem into limestone.
« on: July 03, 2012, 02:17:25 pm »
Also people have said that removing [PERMITTED_JOB:XXXX] works for Fortress mode, they are full of it. I remove Masonary and I can have masons when I play as that Entity.
You apparently also need to remove ALL stoneworking jobs (e.g. also engraving) to not get it in Fortress Mode. Same with every other job category.


50801
Heh, why's everyone betting against me?

I'll start as soon as my computer lets me unzip the whole thing...

50802
DF Suggestions / Re: Tastes Like Sober
« on: July 03, 2012, 02:01:20 pm »
I like the idea of dwarven blood being alcoholic better. For one, it explains why vampires attack dwarves to begin with.

Ideally, some would still be ALCOHOL_DEPENDANT, some would not, and all dwarves would have mildly alcoholic blood.

50803
It's worse, as zombies seem to only act on your orders as much as normal followers do. For those who don't play Adventurer Mode much, that's a fair bit less than your dwarven citizens do.

50804
You can make a material that evaporates at room temperature and traansforms, say, cats into a "Construct" creature of some kind that has OPPOSED_TO_LIFE. Bonus: Make the former cat's owner, if any, attack it.

50805
Interaction/Transformed/Secretive people should be good citizens, assuming no CRAZED or OPPOSED_TO_LIFE tags are added.

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