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Messages - GreatWyrmGold

Pages: 1 ... 3472 3473 [3474] 3475 3476 ... 3706
52096
DF Gameplay Questions / Re: Build a natural looking wall?
« on: May 07, 2012, 06:30:16 pm »
If it's in a stone layer, you could smooth the walls.

52097
DF Gameplay Questions / Re: Meat industry in an evil biome?
« on: May 07, 2012, 06:27:02 pm »
A few tips and tricks.

Skulls don't reanimate, due to the game not realising that, as the bone in the head, they should be treated as heads. This is because the skull is a completely separate body part from the head.
Set up an ZCP (zombie containment pit), an area that is mostly underground with a small hole in one corner, near the ceiling, where you dump zombie-able bits. Toss stuff like hair, corpses, and severed hands in there. Try to make it so that you can later modify it to toss, say, migrants in.
Consider trying to get non-zombieable parts off of corpses before disposal (if they'd be useful). To do so, put the corpses in a room with a bunch of skilled axedwarves. Then, wait for the corpses to reanimate. Repeat as nessesary, or until you get bored. Only heads and graspers (i.e. hands), and parts attatched to them (i.e. arms, non-decapitated torsos) will reanimate. You should definitely do that if you are dealing with critters that can fly.
Put your butcher's shop right next to the ZCP and make sure you have some idlers available whenever you're about to butcher a critter. Dump everything that you won't use quickly into the pit, and have an adjacent tanner's shop quickly tan the hide resulting if you want leather. Consider stationing some militiadwarves near the butcher's shop while doing this.

52098
Since when is building a bridge a workaround? I merely misunderstood the situation and thought that the mason had to cross the river to build the bridge.

52099
DF Suggestions / Re: Propaganda
« on: May 06, 2012, 10:25:11 am »

Dwarf ethics prohibit slaver.
   [ETHIC:SLAVERY:PUNISH_CAPITAL]
Actually, IIRC, slavery isn't punished capitally in vanilla DF's dwarven justice system. It's simply unthinkable.

Quote


That said, I like the general idea of propaganda. However I can't think of a Fun way to implement it. The only real use it would have is either staving off bad thoughts from military training, or have it do some magical Command and Conquer type thing where it magically makes them work faster/harder/better for a few minutes. None of which promote Fun. Unless you have some crazed leader start a rebellion and such. But if we go down that road expect another howitzer of links.
Back in the old, midieval times, people didn't use much of what we'd call propaganda these days. Instead, lots of places had this idea of "divine right to rule." Basically, the theory was that the king was the king because God (or whatever supreme being existed in the local religion) had chosen him to be the king, so follow his God (or whomever)-given rule if you don't want Divine Retribution. I think that something like that might be a closer fit, and might give more Fun opportunities. Example: You want to build a giant gold statue, so you need to export a ton of stuff to get all that gold. To get the dwarves to work overtime, you convince them that this is the desire of, say, Obuk Silverstones the goddess of wealth and fortresses, via priests (a noble who helps keep happiness of religious dwarves up and allows access to this religious leadership stuff). When disaster comes, despite this and other excesses of Obuk's priests, the public sees this as the priests breaking a "promise" that they made, and they revolt against the leadership of the priests, possibly defacing their temples or monuments if they're unhappy enough.

52100
DF Gameplay Questions / Re: Eating sentient beings.
« on: May 06, 2012, 09:53:14 am »
Most animalmen are normal creatures, modified by a creature variation template. Look for that, then remove the [CAN_SPEAK] or [INTELLIGENT] from it.

52101
DF Gameplay Questions / Re: So... necrosis/rot
« on: May 06, 2012, 09:50:13 am »
Necrosis vastly increases the chance of infection, and if the brain or lungs rot they die near instantly from suffocation.
Unless it's the brain, which causes them to die instantly of brainlessness. I think sufficiently rotten muscles or nerves don't work, but that's more from common sense than testing.

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If stomachs or pancreas are rotten, it doesn't really matter, because for the moment they're just placeholders.
Not just those--almost all organs. Even the heart is only something that bleeds more when hit.

52102
DF Gameplay Questions / Re: Freezing Whole Rooms
« on: May 06, 2012, 08:28:16 am »
Guys? A bit of help?

I suppose I should offer some guesses. Do grates block light/outdoorsiness? If not, could I try using pressure to shove water through the grates? Would that be bad for the grates? Or maybe...um...yeah, I got nothing.

I believe nothing but natural rock blocks the freezing rays. I have channeled into the aquifer, froze it and then build a floor above it. The frozen aquifer tile is now described as Inside Light Above ground. After channeling into it again, water flows into it and freezes again.

The only way you could do this to migrants would probably be a long, two wide corridor with wall grates and/or flood gates on either side. Forcing pressurized water through wall grates works fine but the wall grate must be inside. Floor grates won't work because they would need to be Above ground.
You dug, then put in the grates? The tiles were Light/Aboveground before you put in the grates.

Guys? A bit of help?

I suppose I should offer some guesses. Do grates block light/outdoorsiness? If not, could I try using pressure to shove water through the grates? Would that be bad for the grates? Or maybe...um...yeah, I got nothing.

Dug "down stairways" block the outdoors but will allow water to be pushed upwards into a large area. You need to make sure you have sufficient pressure or you will just end up with ice floors, and not walls.
That sounds like a good idea. Can you build depots on downstairs, at lest in the center tile?

52103
Something for the upper body, something for the lower body, and something for each of their feet--e.g, a shirt, some leggings, and two socks.
No, you can't.

52104
The first part seems sensible but...I dunno, unrealistic?
The second makes more sense, but I think it would lead to problems like how pets bump their heads againts pet-impassable doors and stuff.

52105
Mod Releases / Re: Secure, Contain, Protect. Version SCP-011-1.
« on: May 06, 2012, 07:49:44 am »
Scary, disgusting, etc, covers a majority of SCPs. Even the tooth fairies.

Speaking of links, I think it would make sense to list the SCPs you've done so far in the first post, along with explanations of what they are and links to the appropriate SCP.

Oh, and I think SCP-3...78? would be a neat one to add. The one with living Legos. Maybe they could be like bees, insofar as coding goes?

52106
It might be hardcoded or something. Or they simply use the animals big enough to pull wagons in absence of pack critters. Grox most certainly seem big enough to drag a wagon.

[WAGONPULLER] or whatever is a separate tag. It is required for anything that wants to pull a wagon. Yes, that means that even the largest of creatures can't pull wagons unless they have that neat little tag. Even dragons. Even giant sperm whales! Okay, that actually kinda makes sense...

52107
DF Modding / Re: Using Runesmith to create bones?
« on: May 06, 2012, 07:35:40 am »
1. Moods require stacks of bones. Unless you modify scale to be treated as bone or something, you can't mod how much bone something gives for moods. Most other purposes use stack size, which is determined by the creature's size.
2. Bones are body parts. Body parts can't be created in reactions.
3. Maybe Runesmith can modify what the mood needs? What version of DF are you using, anyway?

52108
Orichalcum is actually an alloy of a bunch of metals.

Maybe Blood Iron, from the evil races? Better at killing, red, but not worth as much. Similarly, Shieldsteel could be a different kind of refined iron that's really good for armor, and light, but doesn't hold as good of an edge. Or...um...some sort of alloy of gold and steel, maybe? Oh, I know, meteoric iron?

52109
That's probably a young concubine. You monster.

52110
If you created a creature that died instantly, without melting or anything, and gave it an itemcorpse of a statue, you could have medusae turn people into that creature, which would kill them and make them into a statue.

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