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Messages - GreatWyrmGold

Pages: 1 ... 3506 3507 [3508] 3509 3510 ... 3706
52606
FB silk is magmaproof by the way. I [MANDATE] a set for each of your military dwarfs.

I'd like to be able to filter out any webber clowns, maybe use the same trick on them, since their silk is supposedly anything-proof, and, if I'm not mistaken, worth a good deal of moolah to boot.

Yep, iirc clown webs are fire and magma proof at least, so you can create fancy diving suits for your nobles!

Only clown silk is fireproof and magmaproof, because of:
Code: [Select]
[SELECT_MATERIAL:ALL]
 [MAT_FIXED_TEMP:10040]
 [HEATDAM_POINT:NONE]
 [COLDDAM_POINT:NONE]
 [IGNITE_POINT:NONE]

at the end of their raws, after the web/silk material declarations. FBs don't have this, not even the FBs made of fire or snow.

Ahem.

Quote
Code: [Select]
[MAT_FIXED_TEMP:[b]10040[/b]]

Won't that burn the weavers who gather and weave the cloth, the loom the cloth is gathered and woven in, the clothier shaping the cloth, AND anyone wearing the cloth?
...
Excellent export to the elves. Make sure you have a fireproof depot.

52607
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: March 11, 2012, 11:46:17 am »
The first time i touched raws, [trying to add an extra set of eyes to test if i had a clue as to what i was doing] i gened a world to find everyone of every civ was an animal.

I dont know what i fucked with, but i had to download fresh after that.

You probably added an entry that had the same name as another one--e.g. two [CREATURE:TOAD] entries.

52608
It's also possible (although unlikely) that your diagnoser is so unskilled that he is diagnosing cuts and such as rotten lungsa, and amputating them. That's happened before.

52609
It wouldn't have been if I was running that fort. A legendary kobold weaponsmith who made an artifact adamantine sword? Sweet!

52610
DF Dwarf Mode Discussion / Re: Dare I? (with zombie science)
« on: March 11, 2012, 11:37:10 am »
Do you mean when the wereape turns back into a human? I dont think it will turn back into a human if its a skeleton
It does turn back :D (undead version though)

Better yet: Any hands, arms, or heads will change into whole creatures, then change back into full...uh...creatures. Point is, cut it to bits and watch as up to three new were-critters grow from partial corpses! Repeat for an army of undead werethings! BWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!

52611
DF Dwarf Mode Discussion / Re: Defense
« on: March 11, 2012, 11:31:41 am »
Have you tried using large serrated discs?

And if all else fails:Magma.

Why not both? Magma-safe mechanisms, put 2 steel and 8 green glass large, serrated disks per trap, and add a magma-safe pressure plate near the end that fills the corridor with magma. Simple!

52612
DF Dwarf Mode Discussion / Re: Slade slab in legends?
« on: March 11, 2012, 11:27:35 am »
Up. Load. The. SAVE!

...Please?

52613
My weirdest DF-inspired dream involved me being transformed into a kobold who was somehow adopted by a dwarven fortress. I was engraving messages (hydra, elephant, lion, gigantic panda, flask, hydra...) onto the hallways, and eventually went into a weaponsmith mood somehow, making an awesome adamantine artifact sword. I don't remember how it ended, though.

52614
DF Dwarf Mode Discussion / Re: Artifact Gold Buckler huh?
« on: March 11, 2012, 11:16:59 am »
Bucklers weigh less and don't protect as much

Not really, shields block any attack aimed anywhere, the difference is:

[ITEM_SHIELD:ITEM_SHIELD_SHIELD]
[NAME:shield:shields]
[ARMORLEVEL:2]
[BLOCKCHANCE:20]
[UPSTEP:2]
[MATERIAL_SIZE:4]

[ITEM_SHIELD:ITEM_SHIELD_BUCKLER]
[NAME:buckler:bucklers]
[ARMORLEVEL:1]
[BLOCKCHANCE:10]
[UPSTEP:1]
[MATERIAL_SIZE:2]

Bucklers have less of a chance to block than shields

Also, since MATERIAL_SIZE seems to be working again, bucklers cost less to make.

52615
DF Modding / Re: SanDiego's realistic tissue rebalance
« on: March 11, 2012, 11:05:52 am »
While you're at it, muscles on insects don't have any arteries and could use a specialised tissue. :)
While you're at it, bugs with any part thicker than around an inch (half an inch?) can't get enough oxygen to their innards, given how they "breathe." Point being, the bugs who this matters for aren't normal bugs anyways.

52616
DF Dwarf Mode Discussion / Re: Best/worst artifacts
« on: March 11, 2012, 10:41:58 am »
Soap shields wouldn't slow your dwarves down as much, though.

52617
If it only killed animals, it isn't necessarily a vampire. It's probably a worldgen hunter of some sort. Vampires come with a metric crapload of trinkets made from the hair, bones, teeth, and nails of their kills. Their sentient kills, I might add. They won't drink the blood of non-sentients.

52618
DF Suggestions / Re: More Administrators: Dwarf Resources Dwarf
« on: March 10, 2012, 10:47:27 am »
Maybe if you have at least one manager-type noble for each 10-20 dwarves, the job manager jobs would be approved automatically? And maybe, once we get bookkeeping knowledge to decay, multiple bookkeepers would make make it decay faster.

52619
DF Suggestions / Re: Save the DM!
« on: March 10, 2012, 10:38:07 am »
Hm. When I think dungeon master, I imagine someone who designs and builds deadly places to put prisoners and criminals. Beast taming? Neat. Death traps? Even better. And so forth. Maybe animal tamers tame the wild beasts, smiths ake the chains and weapons, mechanics make the traps, and the dungeon master helps make it all come together in a way fun for adventure mode and deadly for gobbos. Or something like that.

52620
DF Modding / Re: migrant modding
« on: March 10, 2012, 09:20:05 am »
Just build a migrant deathtrap, collect the clothes, and sell them to the next caravan.

Or maybe set up a way to cage the migrants, and then sell THEM to the merchants. Or at least their corpses.

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