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Messages - GreatWyrmGold

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55126
DF Suggestions / Re: More options when "Abandoning Fortress"
« on: March 21, 2011, 04:45:36 pm »
I like the first idea. It, like the retire feature in adventure mode, allows adventurers/whatever to meet them n the future games. It make it easy to either A.) recruit your soldiers and help them proactively find and kill those nearby titans that refuse to attack... or B.) retire an adventurer in a fort without having his and a pack of kobolds kill all of your dwarves that get in their way and some that don't.

55127
DF Suggestions / Re: Slow down blinking of pasture zones
« on: March 21, 2011, 04:21:57 pm »
Well we all know how zones blink rapidly when you hover over them, right? Well, very large ones (like the new and very necessary pastures) make me literally nauseous with their rapid blinking..... so I guess this is a feature request to slooooow doooooown the blink rate :)
This. If just the blinking of stockpiled items on ramps is bad enough to remove said ramps...
I feel sorry for you.

55128
DF Modding / Re: cant make these things work
« on: March 21, 2011, 04:18:44 pm »
Gnomes are already in the game (see: gnomeblight).
If you made this one a new entry, that's going to cause some duplicate raw funkiness.
Otherwise, check your errorlog.txt for faults.
No [GNOME]s, though. It only would do that if he changed the name of some other creature to [GNOME].

55129
DF Dwarf Mode Discussion / Re: I just idea'd
« on: March 17, 2011, 08:12:30 pm »
Has anyone tried weaponising hives yet? i Could drop hives of flying stinging kittenwasps onto gobbos

The second the DF players get a new feature, they start wondering how it can be used as a weapon.

Actually, RL works alot like this, as well.

What did we do when we figured out how the sun works? Weaponise the proccess.
Of course, using the sun's energy source isn't nearly as complex as the methods used to turn floors, bridges, and so forth into weapons.
And dwarves do it in a cave, with a bunch of rocks!

55130
http://df.magmawiki.com/index.php/Adamantine

Extract in craft workshop, then either weave it into thread or smelt it into wafers.
What are "adamantine strands" used for? Are they not weaveable into thread or is the dwarf I'm waiting on just not weaving?
EDIT: Note to self: Read wiki, THEN reply.

55131
Is there any way to weave adamantine thread into clothes, or do you need an anvil for that?
EDIT: Oops, nevermind, seems to be a loom job. Nevermind, that doesn't do what I thought it did. Help?

55132
Dear all dwarves:
I know you see the nice, new, empty barrel. You also see the plump helmets.
The plump helmets are going to be turned into wine so that you don't all die of thirst. Don't fill up the barrels!

EDIT:
Oh, and don't then cook it all into some roasts and fill the barrels with...seeds, maybe? Morons.

55133
DF Dwarf Mode Discussion / Re: Will dwarves only use imported picks?
« on: March 16, 2011, 03:56:26 pm »
Did you remember to turn on the Mining labors?

Quote
EDIT of memory: If you did, turn them off and on again. If you use Dwarf Therapist, turn the labors on and off on the game, not on Therapist.
Tried, tried with an unpause in between, never use therapist.

Quote
On a side note, was I the only one who noticed that Dwarf Therapist can be misread from a distance for Dwarf, The Rapist?
... :o
Yes, I think so.

55134
DF Dwarf Mode Discussion / Re: Will dwarves only use imported picks?
« on: March 16, 2011, 03:21:45 pm »
My dwarves use both just fine. Possibly the modding mixed something up?
What could have done it?

Is it just that silver is too heavy for these guys?

That or perhaps , just forbid and dump that pick , claim the pick you want him and reasing his labor , he will pick it up , hopefully
This would work?

55135
DF Dwarf Mode Discussion / Will dwarves only use imported picks?
« on: March 16, 2011, 03:12:15 pm »
In a recent fort, I embarked with no picks, but had brought the materials for a smelter. Using that, a volcano, and a modded "create SILVER" (typo) reaction, I made silver picks for my miners, who then proceeded to do...nothing.
I was using a modded race, but they had no problem with iron picks on later reclaim and on other embarks. When I reclaimed, miners (or rather, A miner) would use the iron pick but not un-forbidden silver picks that were randomly strewn around (I had taken them out of the forge to see if that would help. Nope.).

Help?

55136
Awesome.
The "accidentally impaled child" theory strikes me as likely.

55137
DF Dwarf Mode Discussion / Re: Am bored, challenge me.
« on: March 15, 2011, 07:57:27 pm »
Embark with NOTHING, and kill all but one of your dwarves (the expedition leader). Then use your last dwarf to build a fort and kill everything that enters the map.
Maybe take an ash bar, an anvil, and some ore if you feel wussy.

EDIT: Ooh, better idea! Make it so that each z-level has a spot in the middle colored like a frame of the intro movie so that scrolling down through the fort is like watching the intro!
Bonus: Make the blue mining tunnel out of the blue stuff!

55138
2. No.
What about the [DOES_NOT_EXIST] tag?
Is there something similar for minerals and such?

55139
DF Gameplay Questions / Why does everyone hate dragons?
« on: March 15, 2011, 06:14:00 pm »
I recently genned a 125 years old world. One of the three powers was a dragon (it seems that there's always a dragon, bronze colossus and a titan, it seems) who settled in a cave, and had a list of enemies several pages long.
How? And don't say that everyone just hates dragons.

55140
1.) If you remove the brackets around all of an entity's creature tokens (the ones that say, say, "This civ has goblins."), will that civ never generate or will the game go all crazy?

2.) Is there any way to quickly and easily remove a modded creature/entity/whatever without just deleting it that doesn't cause other weirdness?

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