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Messages - GreatWyrmGold

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54886
Dear Urists McAllUsefulDwarves,
Please do not go on break yet. We need the bridge, buildings, metal stuff, and mines to be finished at some time soon. see that nice dining room you're loitering in? that will attract goblins, etc. GET TO WORK, MORONS!
Sincerely,
GWG, Ovrsr.

54887
DF Dwarf Mode Discussion / Badgers? Meh.
« on: April 24, 2011, 11:53:22 am »
A dozen badgers? Getting angry over nothing. The "combat" reports are about 95% badgers becoming enraged, 4% livestock and citizens not getting hurt by attacks, and maybe 1% combat-the yak and a badger hurting each other's right legs.
Badgers have even run up to the fort entrance, multiple times.
Why are badgers scary again?
EDIT: Now closer to 93% becoming enraged, 4% not-hitting, 2% my carpenter strangling a badgers until it died, and 1% other combat.

54888
DF General Discussion / Re: My Italy Worldgen
« on: April 24, 2011, 11:30:46 am »
Which volcano is Mt. Vesuvius?
I wonder what the English translation of Pompeii is, if there is one...

The good/bad/evil biomes are somewhat random. It won't always be evil up there. Most of the times I ran the script, the Mediterranean was an evil ocean.
Scary...

Quote
I made the map so the farther from Rome, the more likely is will be evil; the closer, the more likely it will be good.
Cool!

54889


I also changed everyone in the spreadsheet to be orange if they are dorfed
A. The word "orange" is actually dark blue.
B. The spreadsheet lists me as not dwarfed, but I am. I a a gem setter (fun?) who likes, among other things, claystone, rose gold, earrings, and splints.

A. Bananas are yellow, not brown The color is called navy
B. To make up for it, I didn't just make your name orange but the whole cell your name is in as well!
As to B: Excel...ha, ha. Oh, and why don't you add some kind of indicator at the top so we know what jobs are filled? You can make it navy.

54890
DF Modding / Re: Er...What happened to Adventure Mode?
« on: April 24, 2011, 11:25:25 am »
Megabeast civs don't work right.  Nor do Megabeast pets.   They cause... unexpected behaviors.
A. MB tag removed before BCs added to civ.
B. BCs removed from [MOUNTAIN] entity, which I hope I don't have to say again.

54891
Dear Urist McMechanic,
If dwarven science can build perpetual motion machines and forges made of ice, why can't you build ice mechanisms?
Sadly sincerely,
GWG, Ovrsr.

54892
DF General Discussion / Re: What Would Urist Do?
« on: April 24, 2011, 10:49:06 am »
Leave.

WWUD if she became a quadriplegic?
Nothing. Fourth time, too.

What would Urist do if Cog killed Urist's pet peahen, who was sitting on a nestbox?

54893
you'll probably forbid export of them though
...If he does...He is not me-dwarf.

I also changed everyone in the spreadsheet to be orange if they are dorfed
A. The word "orange" is actually dark blue.
B. The spreadsheet lists me as not dwarfed, but I am. I a a gem setter (fun?) who likes, among other things, claystone, rose gold, earrings, and splints.

54894
DF Modding / Re: Er...What happened to Adventure Mode?
« on: April 24, 2011, 09:58:25 am »
this a huge issue with conversions mostly due to removing races.
 I guess it's the Tier list being thrown out of wack.
Usually you have an adventure tier 1 2 3 for the entity races when you remove them I think you took out the Adventure tier on them causing the game to miss read the list and cancel Adventure mode.
...I thought adventure tier worked on the entity level. I just took out [CREATURE:DWARF] and replaced it with [CREATURE:COLOSSUS_BRONZE] from the entity file. And then changed it back.
so I need to ask is this the same save or are you making another world and this happens?
I made new worlds. I'm not a total noob.

54895
Especially since the butcher's shop is outside.
I'm guessing, ether you don't, or the blood from whatever was butchered, was enough to melt it.
I do have temp on. Why would temp off melt butchers' shops?

You can't make blocks out of ice.

I think what's happening is the contents of the butcher's shop when you slaughter an animal start out at the animal's body temperature, thus melting the ice.
Mystery solved! Miner, mine out that non-melty rock before the cat has kittens!

54896
DF Community Games & Stories / Re: Kitten vs Skeletal Yeti
« on: April 24, 2011, 09:15:49 am »
Oh, and undead sometimes poof when hit enough.

54897
DF Gameplay Questions / Re: Mace vs. Warhammer?
« on: April 24, 2011, 09:14:26 am »
Warhammers are generally seen as better. Maces are twice as large as warhammers (good) but also twice the contact area (bad), so they are believed to do roughly equivalent damage. However, since maces are twice as large as warhammers, they are twice as heavy, and so are more difficult to swing and attack less often.
Also, hammerdwarf is the skill used for smacking foes with crossbows. Vaguely useful.

54898
It melted.
The tanner's shop, leatherworker's shop, carpenter's shop, magma smelter, magma forge, and floors over magma are all fine. so I don't think that makes sense.
Especially since the butcher's shop is outside, on a glacier, not very near the volcano.

54899
DF Gameplay Questions / What keeps happening to my butchers' shops?
« on: April 24, 2011, 08:41:00 am »
I built a butcher's shop out of glacial ice. It vanished after butchering a horse.
I built another. After butchering a donkey, it too went poof.
What gives?

54900
DF Modding / Re: Er...What happened to Adventure Mode?
« on: April 24, 2011, 08:27:30 am »
this a huge issue with conversions mostly due to removing races.
 I guess it's the Tier list being thrown out of wack.
Usually you have an adventure tier 1 2 3 for the entity races when you remove them I think you took out the Adventure tier on them causing the game to miss read the list and cancel Adventure mode.
...I thought adventure tier worked on the entity level. I just took out [CREATURE:DWARF] and replaced it with [CREATURE:COLOSSUS_BRONZE] from the entity file. And then changed it back.

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