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Messages - GreatWyrmGold

Pages: 1 ... 3391 3392 [3393] 3394 3395 ... 3706
50881
Depends, did you remove/not add [BONECARN]?
...For that matter, can civilized BONECARNs eat bones or just meat?

50882
DF Modding / Re: Turning a totem into limestone.
« on: July 01, 2012, 03:51:08 pm »
soap might be as easy as this:
BAR:NONE:GET_MATERIAL_FROM_REAGENT:A:SOAP
Give bone [MATERIAL_REACTION_PRODUCT:SOAP:LOCAL_CREATURE_MAT:SOAP], and this would work.

50883
DF Modding / Re: Mod IDea please read ( most likly impossable )
« on: July 01, 2012, 03:49:07 pm »
Presumably, the AI would ruin your fortress in your absence. I'm not sure if that's a typo or not.
(I think so, though.)

50884
DF General Discussion / Re: What Would Urist Do?
« on: July 01, 2012, 03:47:20 pm »
Well, since I already asked what he would do if he was in a Discworld dwarf settlement, this question is redundant. (Discworld is carried on A'Tuin's back, after all)
if he was standing directly on the turtles back, however, i assume he would dig down and eat and drink the flesh and blood of the turtle.
You actually asked what he'd do if A'Tuin visited the fort, presumably meaning that the tutle wasn't dropping the Discworld to look at something someone built on what it was carrying around.

WWUD if he was arife with devastation, a toymaker's creation, trapped inside a crystal ball?
Nothing, what part of "trapped" do you not understand?

What would Urist do if he found himself in Luna City shortly before Adam Selene was declared to have died?

50885
Connected as in "Within reach of the rotting hands of the undead members of the fortress."

50886
DF Modding / Re: Turning a totem into limestone.
« on: July 01, 2012, 03:43:25 pm »
FYI, you don't need material type and subtype for reagents unless you want a different reaction for cat bone, dog bone, dragon bone, dwarf bone...

50887
DF Gameplay Questions / Re: Disabling Item/Food hauling
« on: July 01, 2012, 03:40:42 pm »
Most hauling jobs are just the "haul item to a stockpile" job. Refuse hauling is also dumping items, I think pasturing animals is now animal hauling, and vehicle pushing is, um, pushing vehicles.

50888
No species can be awesome, just like no species can be evil. Only individuals can be awesome or evil.

Why does no one take this thread seriously anymore?

50889
DF Dwarf Mode Discussion / Re: Electrum Weapons
« on: July 01, 2012, 03:34:45 pm »
Actually, it does. If the armor is tough enough to survive the impact, it can help identify the bod--formless lump of chunky salsa.

50890
DF Dwarf Mode Discussion / Re: Taming in worldgen
« on: July 01, 2012, 03:33:37 pm »
Elephants starve. Poor choice.

50891
DF Dwarf Mode Discussion / Re: Shot-gun weddings and night trolls.
« on: July 01, 2012, 03:31:54 pm »
I think goblins lack [SPOUSE_CONVERSION_TARGET].

50892
DF Dwarf Mode Discussion / Re: A crash course in military?
« on: July 01, 2012, 03:29:07 pm »
Alright...
1. Make two minecarts and a track that has ramps leading down ramps towards a long, straight track in the middle.
2. Have two hauling routes, one at each end of the track. Give each a minecart.
3. Drop in two dwarves, one on each end. Make sure that they are the only people who can reach the minecarts.
4. Have the routes ride the minecarts towards each other.
That's your course in crashing!

...

Is that not what you meant? Okay, let me help you. This took a while, I hope I'm not ninja'd by someone else's guide.

50893
Ah, another list of little ideas...

Fortress/Interface: New cancel messages
Dwarf cancels job: Retrieving wounded.
Dwarves don't cancel jobs to retrieve wounded--do you think they should?
They don't?
Nope, Retrieve Wounded is a completely separate job from anything else. It's got a little line under the Healthcare section of v-p-l.

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Fortress: Option to have dwarves drop hauling item when running to burrow
In case they need to get back to the fortress quickly to avoid getting caught outside in a siege, there should be an option to have dwarves drop an item they're hauling to increase speed.
I've seen varied behavior. Normally they do drop stuff they're hauling when interrupted (including once in the bottom of a river I was slowly draining), but apparently not always. Obviously, when the thing they're hauling is something like an artifact axe, or a big stack of meat and the pursuer is a vulture, you want the dwarf to keep hold of it. Either greater intelligence or some kind of menu (maybe under 'o'rders, maybe under 'h'auling) where dwarves are told what to hold onto and what to drop when interrupted would be needed.
I've never seen them actually drop something when fleeing from a siege. And as for the menu thing, that's why I specified "have an OPTION to".
Well, about the "Option" thing, dwarves aren't too god when they have "options," now are they? A bit of player control is preferable to dwarves deciding if that lasher is dangerous enough to drop the item or if the plump helmets (7) or what-have-you are important enough to keep, ignoring that they're probably light enough to not make a difference.

50894
I have learned flying slade can kill Clowns. I also caused a Clown car to collapse (are they supposed to do that?)
So, if Clowns created slade, why would they make it so that they can be killed by their own stuff?
I wonder the same thing about humans a lot.
The difference is, demons didn't INTEND for slade to be weaponised. If it was them, and not, say, the gods, who made the slade at all.

50895
DF Dwarf Mode Discussion / Re: Electrum Weapons
« on: July 01, 2012, 02:26:29 pm »
Electrum uses the raws of gold apart from density, so it's even softer than silver. I'd expect it to be slightly better than any hammer you can make normally, but not amazingly so. A pillaged whip will be more useful as a blunt weapon.
IRL, softness matters. IDF, only density does. Therefore, electrum hammers are awesome.

It's just about the best hammer you'll ever get. Give it to your best hammerdwarf who isn't a marksdwarf.
If the best hammerdwarf is a marksdwarf - even better!
Heh, no. I think an artifact electrum warhammer would break the crossbow string.

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