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Messages - GreatWyrmGold

Pages: 1 ... 3567 3568 [3569] 3570 3571 ... 3706
53521
DF Dwarf Mode Discussion / Re: No-digging fort
« on: September 04, 2011, 09:50:50 pm »
Clay is nigh-vital. Wooden furniture will require a lot of your wood, to say nothing of bins, barrels, trade goods, and other miscellaneous crap. Wood walls? Uh-uh.

If it makes you feel better, build the walls and stuff out of the raw clay and imagine they're using mud walls.

53522
DF Dwarf Mode Discussion / Re: Cave-In Cannon
« on: September 04, 2011, 09:46:15 pm »
Inefficient? Prone to missing? Deadly to clumsy workers? What was your point again?

53523
DF Modding / Re: Exploding Syndrome?
« on: September 04, 2011, 09:37:20 pm »
I don't think so. Necrosis sped up enough can cause insta-rotting (or near it), sufficient and sufficiently fast bleeding might be enough to cause a 3-tile-wide spew wherever the critters bite someone, etc, but dust and explosions can't be syndromes.

53524
DF Modding / Re: Trying to mod in a new...sort of soil...I need help.
« on: September 04, 2011, 09:11:19 pm »
So far I don't think anyone has tried this. I personally cannot help with the non-farmable clay, but I can lend a theory for beach clusters

[ENVIRONMENT:SEDIMENTARY_OCEAN_SHALLOW:[type of cluster/vein]:100]

that should make it appear in shale and limestone and others that appear as a layer around oceans.
Only a theory, it could have unintended effects.
Hm. Ideally it would be a layer "stone". Is there some way to make them appear in layers in ocean biomes?

Pretty sure it's impossible to have them be collectable without them being farmable
Oh, that's sad.

53525
DF Modding / Re: Trying to mod in a new...sort of soil...I need help.
« on: September 04, 2011, 05:56:04 pm »
No help?  :'(

53526
What about [COMMON_DOMESTIC]? Doesn't that allow every civ to have access to the critter? Slap on [INTELLIGENT] and could you have a servant race?

53527
DF Modding / Re: Golem
« on: September 04, 2011, 03:54:46 pm »
Does cotton candy count as conventional?

53528
DF Modding / Trying to mod in a new...sort of soil...I need help.
« on: September 04, 2011, 03:17:58 pm »
I want to add a type of layer...mineral...thing that can be collected like clay but not farmed on (without mud, that is), and that only (or at least mainly) appears on/near the surface at beaches/in ocean biomes if beaches only is not possible.

1. Is it possible to have a collectable and non-farmable type of mineral? (I know that making a rock have a FIRED_MAT doesn't let me collect it, so that's sadly out. Maybe farming on it isn't so bad...?)
2. How can I make minerals appear in certain biomes (i.e. on beaches). I don't think [SOIL_OCEAN] is what I'm looking for.

Thanks in advance for help.

EDIT: Changed the title.

53529
DF Dwarf Mode Discussion / Re: Cave-In Cannon
« on: September 04, 2011, 02:50:32 pm »
http://www.bay12forums.com/smf/index.php?topic=78399.msg2028060#msg2028060

The Obsidian Machinegun
Doesn't that drop chunks of obsidian on the enemies, not use the dust?

I don't think bridges support constructions.

I have an idea I intend to do since last month but I keep forgetting about it. I want to make a long and narrow (3 tiles wide, 20 tiles long) bridge that will be the only way to get in my fortress. On each sides of the bridge I'll have small towers that will be used as you described to cause cave-in to push people down a "mandatory dozen-level drop" with menacing spikes.

Code: [Select]
  Entrance
#####+++#####
##...+++...##
##...+++...##
#_...+++..._#
##...+++...##
#_...+++..._#
##...+++...##
#_...+++..._#
##...+++...##


# = Walls
+ = floor
. = empty space
_ = spots were the cave-in will land and produce dust.

I'm not sure it'll work though.
Seems like it would work.

53530
DF Dwarf Mode Discussion / Cave-In Cannon
« on: September 04, 2011, 02:22:34 pm »
Has anyone tried to design a device that weaponises cave-in dust?
An idea might be a spot, "supported" only by bridges, that you build a clay (or other) floor on, where it collapses and "fires" the clay (or other) dust out at the enemies. Thoughts on how to turn this into a more effective weapon? Aside from the mandatory dozen-level drop, of course.

53531
DF Dwarf Mode Discussion / Re: Edges of map
« on: September 04, 2011, 01:59:16 pm »
The yellow shows an inaccessible depot, like the key says.

53532
If anyone succeeds, we need to mod in power armor and stuff to create the dwarven MI. We also need to mod in bugs, but meh.

53533
He is actually a disguised abducted dwarf.

Why do dwarves like stones and metals that they should not even know exist?

53534
DF Suggestions / Re: Skill Consolidation
« on: September 04, 2011, 11:30:52 am »
I like this idea, but maybe instead of (or in addition to?) this idea, we could have "skill synergy"--that is, a skilled metalsmith would make better goblets than a peasant, a proficient stonecrafter would make better rock tables or mechanisms than a milker or soldier without any stonework-ey skills, a potter would make better glass than a clothier (maybe, I don't know much about how RL-pottery or glass industry works), and so forth.
Depending on how far you wanted to go, skill in carpentry might slightly improve one's ability to make stone items that can be made out of wood, and so forth.
-----
As to the original idea, I really would like it if the farming labors weren't so fine-grained and if the fish cleaning/dissection labors weren't separate (which one un-raws fish again?), and so forth, but wood/bone/stone crafting should probably be kept at least at arm's length, so to speak, although making bolts/arrows/etc should probably be moved to bowyery.

53535
DF Community Games & Stories / Re: OH GOD RAGEFORTRESS!
« on: September 02, 2011, 08:32:54 pm »
As to the plant-gathering mason: He has, erm, plant gathering on. It's a farming labor.

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