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Messages - GreatWyrmGold

Pages: 1 ... 3654 3655 [3656] 3657 3658 ... 3706
54826
DF Dwarf Mode Discussion / Re: A slightly draconic project of mine
« on: April 29, 2011, 07:47:45 pm »
Put the dragon in/behind the mouth, with the nobles in the skull. The baron/king is in one eye, and the mayor in the other. The magma forge should obviously be the heart. The peasants can go live in the intestines!
Also a good idea.
I'm not the local eccentric dwarf for huggin' trees!
...Huh?

54827
DF Dwarf Mode Discussion / Shad in my aqueduct?
« on: April 29, 2011, 07:46:46 pm »
It seems that when I pumped some water from my brook to make a waterfall through my dining room, I swept up some little fish, too.

Awesome. I love this game.

54828
Dear Urist McMilitaryguy.

STOP. FUCKING. STEPPING. INTO. FIRE.

Yours sincerly, AoD.
Dear AoD,
What is fire? Is it that blue stuff underground? No, wait, it's that blue stuff aboveground. Sure, I'll stop, I hate carp.
Sincerely,
Urist McMilitaryguy.
PS: I bet this red stuff would make a great export to the elves. I'll just store some in a stockpile...

54829
DF Suggestions / Constructions Build Skills
« on: April 29, 2011, 07:31:48 pm »
I've noted that workshops being built build skills, so why not constructions?

54830
DF Dwarf Mode Discussion / Can pumps power?
« on: April 29, 2011, 07:22:06 pm »
If you have some dwarf operating a pump, and have that pump hooked up to a magma pump stack, will that allow magma to be pumped?

54831
DF Dwarf Mode Discussion / Re: Bolt / Arrow Recycling
« on: April 29, 2011, 07:13:06 pm »
How about a simpler way? If you channel in front of the archery targets, will it work?

54832
Dear Urist McFisherdwarf,
There are fish around here. In that pool even. So, there is something to catch in "the eastern swamps."
GWG, Ovrsr.

Dear Urist McMiner,
Please stop hopping into that murky pool.
GWG, Ovrsr.

54833
DF Gameplay Questions / Re: Removing ramps?
« on: April 29, 2011, 06:25:31 pm »
A. Make a path into your moat, then have one of your miners remove it. Alternatively, there's a dfhack utility that instantly removes all designated ramps.

B. If the moat is going to be filled with water, then it's not worth it because amphibious creatures (or ones that have learned to swim) can climb out of bodies of water without needing ramps.
A. Moats already filled.
B. Well, crap.

54834
DF Gameplay Questions / Re: Double weilding weapons
« on: April 29, 2011, 06:23:05 pm »
I don't know if it's normal or not by my militia commander dual wields a hammer and an axe. Apparently she still has enough room to fit a shield in her axe hand.
Dwarfy. Now all she needs is some elf leather armor and cotton candy helm or something...
And carp bone gauntlets. And magma...something. And so forth.

54835
DF Gameplay Questions / Removing ramps?
« on: April 29, 2011, 06:20:13 pm »
How do I remove down ramps that are already in the moat? I have plenty of clay, and lots of water, but need to know how to remove ramps in case a giant-toad-or-something-riding squad comes along...
And for aesthetics.

A. How?
B. Is it worth it?

54836
DF Dwarf Mode Discussion / Re: A slightly draconic project of mine
« on: April 29, 2011, 05:18:27 pm »
You should change the spikes into ramps. or maybe just actual spike traps. That way you can either see them as spikes in overseer or impale goblins on them, respectively.
Agreed.

Put the dragon in/behind the mouth, with the nobles in the skull. The baron/king is in one eye, and the mayor in the other. The magma forge should obviously be the heart. The peasants can go live in the intestines!
Also a good idea.


Can you put the save on DFFD when you "finish"?

54837
DF Modding / Re: Custom real world language files - place your order
« on: April 29, 2011, 05:05:18 pm »
4. Klingon
Geek.
Spoiler (click to show/hide)

54838
Considering our wealth, I'd say before the next turn is over, probably.
Excellent. Soon that DM will stop complaining about my nice rooms and I will be able to make sensible demands! BWAHAHAHAHAHA!!!
Ahem.

Oh, so that was changed?

Well, in order to make a pit that collects bolts, you need to make a longish archery range with holes on the sides of the archery targets, so that misses that go off to the side will go down the holes.  (The longer the range, the more chance of the bolts going astray.) Putting holes in front of an archery target breaks the "room" designation, and prevents the whole room from being used.  You also have to designate each archery target as its own archery range.

I tried doing that once in 40d, but it was such a pain collecting individual bolts that I got sick of it, and just patched up the floors and didn't ever try it again.
How about designating the room but NOT telling squads to train in it yet, channel in front of the targets, and THEN telling the squad to train?
Or putting floor hatches/a bridge in front of it, above the pit, and opening/retracting them/it with a lever before use?

54839
Hey, folks.  Sorry about the lack of updates.  I just lost a 6 month long legal battle and am in the middle of moving in with my relatives.  I'll update the mod to the latest version of DF when I find the time.
Excellent.
Wait...I mean that the update is excellent. I hope the legal issue is resolved soon and sanely.

Quote
If I recall correctly, cotton candy is one of the grasses for good biomes.
You have the question backward!  ::)
Is there a deep "metal"?

54840
DF General Discussion / Re: Dwarf Fortress is soo realistic...
« on: April 29, 2011, 04:23:31 pm »
Because of that, only some zombie parts should become their own entity.

Imagine being chased by zombie guts...
Eww...

I think that A. This thread has been derailed and B:
Zombies rely only on their head, but other parts will not be effective if removed from the chunk of body that includes the head.
Skeletons should  require total disassembly (or at least enough that no body part has more than one joint) to be destroyed.
Zombies should attack in hordes (2-3x the size of normal herds/packs); skeletons should only attack in groups slightly smaller than normal herds/packs.

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