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Messages - GreatWyrmGold

Pages: 1 ... 3639 3640 [3641] 3642 3643 ... 3706
54601
DF Suggestions / Re: Better Trees
« on: May 29, 2011, 06:13:59 pm »
Toady fully intends to implement multitile trees. He's stated them as a prereq for reintroducing Elven Retreats
Alright, but (off-topic) why did Toady take out mountain halls and dark fortresses?

54602
Not to my knowledge.
Try the modding subforum.

54603
Can't wait for my dwarf's first kill!

54604
DF Gameplay Questions / Re: Disturbing naked miners (31.25)
« on: May 29, 2011, 08:58:24 am »
Ok, I'll try the military - thanks:) I had avoided it before, because I seem to remember reading that they'd get confused about their picks. But maybe that's only if I activate them, or assign weapons.
Actually, the issue is that miners (and woodcutters, and hunters) have a "civillian" outfit--a pick (or an axe, or a crossbow/bow/whatever), to be exact--that cannot be "worn" with a military uniform. So, while Urist McMiner is naked as the day she was born, her children will be clothed. Weird, huh? Well, this is DF.

54605
DF Gameplay Questions / Re: How do I make my military not suck?
« on: May 29, 2011, 08:39:55 am »
Make a squad, ideally with militarily-skilled otherwise-useless migrants. Equip said squad, ideally with weapons that they are skilled with. Many weapon types per squad is OK. Find small, defensless critter. Turn SDC into XSDC chunkXs. Wait until more SDCs enter mao. Repeat.

54606
DF Modding / DF Easy Mode (Sorta In Progress)
« on: May 28, 2011, 10:15:27 pm »
I got an idea to make a mod to make life easier for noobs to DF. I want to make most things easier, but not take away any all challenge. Probably, I'll increase dwarves' stats, make critters need to graze less, take out the scariest critters, increase farming returns, and stuff like that. Can anyone help me with ideas?

54607
DF Modding / Re: Dorf Space: Coming soon!
« on: May 28, 2011, 08:59:38 pm »
I can hardly wait...This mod sounds interesting, probably better than the colonization year 3000 mod. Because, seriously, that mod is vanilla with techy names and U's.

54608
No, this can't be done since dwarves actually live in a vacuum.
Not true! DF has a vague simulation of air pressure. Also, with no air, how would dwarves drown?
Uh, what simulation of air pressure?  And you don't need air to drown, just water (or lack of it if you're a fish).
I can't claim to have experimented with this myself, but I've read that caveins draw dwarves in, presumably by something like air pressure.
And if there is no air, why do dwarves care? If they're undewater, that is. If dwarves live in vacuum, they cannot need to breathe, so submerging in water would have no effect whatsoever unless there is actually air and dwarves breath it. QPD.

54609
DF Modding / Re: Soap Fortress
« on: May 28, 2011, 07:44:24 pm »
Hmm...Question: Is it possible to make soap forgeable into weapons and armor? Making a metal called "soap" seems less-than-ideal...I want to know if my *soap axe* is a *cat soap axe* or a *giant eagle soap axe*.

If I remember correctly, there's a material definition of soap in the raws. Try adding the [ITEMS_XXX] tags into the soap definition. To make it easier, you might as well copy those types of tags from the metal definition in the raws.

Side effect is that soap won't be used properly and maybe all kinds of soap is now forgable.
There might be a way to circumvent it though. Try making a duplicate of the soap definition.
I'm fine with all kinds being forgeable, but the making-soap-useless...not so "yay"ey.

Also: Any way to make, say, the leather "x soap leather" instead of "x soap"?

54610
No, this can't be done since dwarves actually live in a vacuum.
Not true! DF has a vague simulation of air pressure. Also, with no air, how would dwarves drown?

OP: Roleplay it. Embark on a (cold?) rocky wasteland, dig some craters, and build a glass bubble around the entrance.

54611
SO .....I went back the next winter and tried to dig out the spot where UristMcDisregardsSeasonalchanges was entombed in ice and he has just vanished, no pick , not a dwarf'n thing. Is this just a random atom disappearance? Or does it usually leave them behind?
If you mined out the right spot and the ice did not thaw first, the pick should be there...

54612
DF Dwarf Mode Discussion / Re: Why can the PC control doors?
« on: May 28, 2011, 07:03:06 pm »
Because dwarves having to walk over to a door to lock it isn't implemented yet.

54613
Marksdwarf or melee dwarf, GreatWyrmGold? There is now an opening in each :\
Hmm...Marksdwarf, they're more useful. Plus he likes crossbows.
Make sure to roleplay in the argument.  :D

54614
DF Modding / Re: Soap Fortress
« on: May 28, 2011, 06:32:08 pm »
Hmm...Question: Is it possible to make soap forgeable into weapons and armor? Making a metal called "soap" seems less-than-ideal...I want to know if my *soap axe* is a *cat soap axe* or a *giant eagle soap axe*.

54615
DF Gameplay Questions / Re: Embarkment
« on: May 28, 2011, 11:34:52 am »
Purple mountains? Bring some military...

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