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Messages - GreatWyrmGold

Pages: 1 ... 3398 3399 [3400] 3401 3402 ... 3706
50986
DF Modding / Re: Bronze Colossus Fortress
« on: June 30, 2012, 08:27:52 am »
Good.

50987
DF Suggestions / Snares
« on: June 30, 2012, 08:25:44 am »
A brief search seemed to indicate that this wasn't suggested before, but the only search terms I could think of are "snare" and "ensnare."

Basically, we right now have cage traps. The idea behind this suggestion is to have snares. Snares would be a new kind of trap, probably built out of one rope, possibly requiring an adjacent tree, maybe with a wall substituting for the tree being fine. Anything that triggers the trap gets caught. Either the creature would be [IMMOBILE] or somesuch as long as it was stuck, or the snare would "transform" into a restraint-type building holding the creature until, again, it was freed. Ensnared creatures would still be able to attack, though. An animal caretaker could take a cage and stick the ensnared animal into it, and would not cancel the job because of the ensnared critter. Once the snare was unoccupied (due to an animal caretaker cleaning the snare or the subsequent death of the ensnared creature), a mechanic would need to "reset" the snare.

Comparing snares to cage traps:
On one hand, cage traps immobilise and incapacitate enemies completely, and don't need to have the quarry removed before reloading. On the other hand, snares should be quicker to set up, and don't require mechanisms (a godsend for surface fortresses).

Thoughts?

50988
DF Modding / Re: ‼What has science done‼?! Version 0.13
« on: June 30, 2012, 08:18:45 am »
I had to deprecate the entire "magic wood" thing in development because I had issues with declaring the PLANT_MAT; WEAPONWOOD is now in its own file.
I see. Here's hoping you fix the bug that move made soon.

A idea 'bot:
It's kind of round-ish, with a indent on the bottom. That indent holds a [CLOUD:THUNBER] inside it,and it is the thing that hypotheticly  makes it fly. It shoot's lightning from a cannon near that little cloud indent, and has a few sensers on it that could get damaged. It's the basic friendly sentry bot.
Bigger versions ( Whale-sized) might have "wings" each with "turbines" with there own little ministorms under it, and of course that lightning gun would change from a small zap to a dwarf-obliterating pulse of pure electric hate.
Electricity's sorta hard to do in DF, but while we're on it...
Some "rogue robots" in "good" areas would be neat. Maybe one whic randomly zaps creatures with weird pharmaceuticals that can provide certain benifets, but also have a small chance of driving the recipient CRAZED (and a higher chance of sterility?), also with a natural weapon that mixes these into a poison for when it's attacked?

50989
DF Modding / Re: Community Mod
« on: June 30, 2012, 08:07:38 am »
No, no, no! They'd go all "Why the circus are there these shearable cat thingies?" and the cover would be blown!
the turns should go in order of who signed up.
You mean for the mod? Sounds sensible.

50990
Indeed.
Maybe some kind of "potter's wprkshop," requiring a millstone (or something else round) and some mechanisms but allowing potters to make stuff out of clay without firing it?

50991
Maybe. I'm not sure how "dead" it has to be before a necromancer can touch it. And, seeing as player-created zombies aren't under player control, zombies don't seem to be directly under the necromancer's control. This means that you would be unable to control your own limbs...Heck, yeah, let's do it!

50992
DF Gameplay Questions / Re: Block? Not for ore, damm dwarves :(
« on: June 30, 2012, 07:47:37 am »
Thanks for helping in my very first step in stockpiles gestion (I was quite confused reading all reports of head scratching that I never used). I'll give it a go.

For the stone menu, I thought about it, but :


...
EDIT: Special Edition !! Newb Player Con By Elves Merchants !
I notice the () surrounding the limonite: not Dwarf made :(
...
You probably embarked with it or bought it from a human/dwarven caravan.

50993
DF Gameplay Questions / Re: Emergency tunnel sealing system?
« on: June 30, 2012, 07:45:20 am »
you need to figure out some way for the only entrance to your fortress to be from below, then slap some hatches on it.
If you can fit a U-bend underneath any of the entryway corridors, that works fine.

Before:
#######
_______
#######

After:
#######
__ 0 __
##\_/##


That said, I'm not sure how a building destroyer's 'smash it from two tiles away' behaviour would interact with something like this. A two-tile thick wall would definitely stop the building destroyer from standing close enough on the same level.
...I was trying to leave something for the OP to think about. Maybe he's got a tower that would make a great tower entrance or a cliff he's built the fort into.

And for the ghost question, have two slabs made at the Mason's work shop, then, under rock at the craftdwarf workshop have them engraved as memorials to those two guards. Then build them somewhere. Poof, no more ghost.
There's this weird bug where you can't engrave slabs for non-citizen dwarves. Regardless of if that was fixed, I'd leave the ghosts around for ambiance and install a mist generator.

50994
Hm, good point.
So, if the OP zips up his whole (save, ideally) raw folder...actually, better idea. Have him upload his inorganic_metals file, since that's where he said he modded.

50995
DF Gameplay Questions / Re: Does DF have Tides?
« on: June 30, 2012, 07:34:26 am »
The nice thing is, the ocean will fill any moats you dig on the beach.

50996
DF Gameplay Questions / Re: Have coal; Won't Smelt!
« on: June 30, 2012, 07:33:36 am »
good thinking my friend! that did the trick. idk whats up with the menu
I don't know either. Can you cancel one of the manager-created-jobs and try again to manually tell them to smelt galena, to see if it works now?
I've read that reagents REALLY far from the workshop aren't accounted for. Maybe that's the issue.

50997
DF Gameplay Questions / Re: Several Questions
« on: June 30, 2012, 07:30:33 am »
2: The usual teeth are ivory things. These teeth are from being knocked out of the mouth, severed you could say, and probably count as a body part, not teeth. I'm guessing though.

I did some testing and it seems these are considered body parts, not ivory.  I've tried to make ivory/teeth crafts and it ignores them.  Good to know--now I can dump them and clear up some stockpile space.

I've seen some "teeth are being ignored for ivory crafting" threads, so I was pre-informed

The problem isn't that they're made out of tooth, or that they're body parts. The problem is that they're freakin' monkey teeth! They're too SMALL to make stuff out of.

3)To use local ore and to train a weapsonsmith, I am making silver weapons for export.  I know value is determined by material value and by craftsmanship, but are all weapons worth the same base amount?  I couldn't find a speadsheet on the wiki.  If they are different, which is most valuable?
I think they are worth different amounts. To maximize the value, you should carefully look at the trade agreement with the liaison to see which things they want to buy. They can easily pay double for something they want, so that's what you probably should sell them.
I think steel is more valuable than silver, but of course you want to save steel for home. Large silver serrated discs are good exportin'.

50998
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 30, 2012, 07:20:16 am »
Soap, as far as I am aware, works because it emulsifies. It might work as a makeshift lubricant, though probably not as well as most oils. You want something ductile or fluid that is hydrophobic. Booze seems like a particularly bad lubricant to me.
I don't care if alcohol is a bad lubricant. Most fortresses have a lot more of it than any non-water liquid, and water isn't flammable. Also, imagine being able to boast about having a fortress where your wine is used as track grease.

Quote
Squeaky doors, on the other hand, are a nice idea along with the obvious ones. Perhaps squeaky doors cause noise like construction does, while lubricating them doesn't.
Sounds good, although probably not as much noise. Also, once secret doors are implemented, having them all sqeaky is a big no-no.

50999
DF Suggestions / Re: Gradual change of race in a fortress
« on: June 30, 2012, 07:17:41 am »
Heh.... That sounds funny. Reptilomammals. Heh. I dunno why, it just sounds funny. Then again I had a mental breakdown a few hours ago so alot of crap sounds funny to me.

Why is everyone I know having mental breakdowns at the same time I am?

And yes, I am pretty sure a kobold would go insane from a shiny withdrawal. Im not even kleptomatic and I need something shiny to play with near me at all times. So I am sure tiny unstable kobolds taken from their homes, enslaved, then put into a too-too for dawww...

It's spelled tutu.
Also, I imagine that giving the kobolds gifts (or at least leaving shinies that the..."owners?"...don't care about out where the kobold can easily get them) would prevent shiny deprivation until the can complete their 12-step program.

51000
The d-b menu is for fiddling with buildings (and items). I suppose a "Remove everything from this area!" order would be useful. Let's see...d-b already has d, f, c, h?, and whatever letters are used for undumping and unhiding, IIRC. I think r is unclaimed, and could be used for "remove all buildings from the area," while x could be dumping all items in the areas AND deconstructing all buildings. I think stockpiles should stay, or mybe there should be in init option for that. It seems to me that, since stockpiles are not changed in any way using the d menu, it'd probably be easier to code without that bit.

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