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Messages - GreatWyrmGold

Pages: 1 ... 3680 3681 [3682] 3683 3684 ... 3706
55216
DF Modding / Re: Problems With New Civs
« on: February 17, 2011, 06:26:51 pm »
Well, I'm an idiot. Turns out I wasn't even given any game monies at the beginning to use. Because I have a ridiculous amount of seeds. That's been rectified, thank you all for helping.
Yup, this kind of thing messed me up when I modded in a race that could only use iron and silver.

55217
DF Modding / Re: D&D Fan Requesting Kobolds
« on: February 17, 2011, 06:22:49 pm »
Will these kobolds work in the new version?

55218
DF Dwarf Mode Discussion / Re: Clay doesn't require irrigation?
« on: February 17, 2011, 06:20:41 pm »
Whoa, something made easier in this update? 
You seriously mean I can set up a decent-sized farm even more early on? :o
Finally, a 31.19 feature that makes things EASIER.

55219
DF Dwarf Mode Discussion / Is clay a type of wood?
« on: February 17, 2011, 06:19:24 pm »
31.18

I had a trader arrive with a clay training sword.
Huh?

55220
DF Dwarf Mode Discussion / Re: Grass, in my fortress?
« on: February 17, 2011, 06:18:38 pm »
The problem is that aboveground grass grows indoors in soil.
It's a bug.
Not if the tile is exposed.
...He didn't say one way or another.

55221
DF Dwarf Mode Discussion / Re: Hen attack
« on: February 17, 2011, 06:16:56 pm »
This alone made me consider getting the new version, no metal and unseeable aquifers or no.

55222
DF Dwarf Mode Discussion / Re: Missing Metals
« on: February 16, 2011, 08:26:47 pm »
At least the crowd that advocated for scarcer metals is happy. When people were complaining that metal was too abundant, few spoke in support.
Having only started playing in 31.16 and doing most of my forts in 31.18, I think:
A.) I like abundant metal ores, and
B.) I don't use them that much. This leads to
C.) I should either use metals more often or
D.) Try the new version sometime.

It looks like it's time for someone to bite the bullet and run a field test.  SPEED:0 and uncapped FPS on a 2x2 embark.  Mine out the entire map.  Review your finding.
... :o :-\ 8)

55223
DF Dwarf Mode Discussion / How to get Dwarves to Tie the Knot
« on: February 16, 2011, 07:27:10 pm »
...Perhaps I should rephrase that.

How do you get dwarves to go from "lover" to getting married? Is there a trick to it other than idling and patience?

55224
DF Dwarf Mode Discussion / Re: Miners, Picks, and The Draft
« on: February 16, 2011, 07:25:43 pm »
They do carry their picks into battle, and if you need a mechanic just change make a dwarf a mechanic for a season or two while you set things up.

If you want to get some of the animals, you could set up a "funnel" type trap with walls that lead into cage traps(Or you could butcher them on the spot if that is what you prefer). Draft your miners into two separate squads and use them to herd the beasts into the funnel. It's safer, has a higher chance of success(Unless your miners move fast), and more profit if you pull it off.

Alright.
"Urist McFarmer, whenever plants need harvesting, that is your FIRST priority. Understand?"
":silence:"

The miners should be useful for the military, anyway.

55225
DF Dwarf Mode Discussion / Re: A haunted ocean!?!?
« on: February 16, 2011, 06:12:08 pm »
What amazed me was how skeletal sharks moved on solid ground.  I suppose that dead water animals don't need to breathe and therefore won't suffocate on land, but they aren't exactly configured for land movement.  At best they ought to flop along like a landed fish, but they still moved with the speed of sharks.   :o

Maybe some evil god gave them legs, Gyo-style.

Because, I mean, how does a completely skeletal fish FLOP, exactly, without muscles?
How does a skeletal ANYTHING move AT ALL?

55226
DF Dwarf Mode Discussion / Re: Money bees
« on: February 16, 2011, 06:09:18 pm »
Just that. Catch some bees in a hive and watch your fortress value rise like if you just made an artifact. My months old fortress created wealth is higher than 100000. I dont know if this is a bug, but it is awesome to attract migrants. Also, should i post it on bug reports?
Yes, a bee is generally considered a bug.
...Wait, that wasn't your question.

55227
DF Dwarf Mode Discussion / Miners, Picks, and The Draft
« on: February 16, 2011, 06:07:14 pm »
I have no military, no mechanic, and wildlife that alternates between elephants and unicorns. I also happen to be at war with every race.
I also have a pair of underworked miners and no idea what to do with them.

I read on the wiki that a miner assigned to the military, with no weapon assigned, will carry his pick to battle/training.
Is this true? If not, what else can I do to busy my miners and protect my hole-in-the-ground? Ideally in a way that can provide me with elephant and unicorn parts?

55228
DF Dwarf Mode Discussion / Re: Best Migrant Ever!
« on: February 16, 2011, 05:52:51 pm »
Lol, with the cut off, organize wrestling DEMONS.
Yeah, how do you do that? I always thought it would end in loss of life and limb and head and guts and your friends and your alcohol and your fortress and your sanity and your FPS and stuff.

55229
DF Dwarf Mode Discussion / Re: DF small and silly blueprint
« on: February 15, 2011, 09:53:24 pm »
Spoiler (click to show/hide)


Moldath the monolith cancels sleep: interrupted by skeleton
What are the squiggly things? Stairs?
This isn't a hard question. It just kinda bugs me.
Sorry if I'm rude.

55230
DF Dwarf Mode Discussion / Re: WHAT DO YOU MEAN HORSES AND DONKEYS?!?!
« on: February 15, 2011, 09:26:52 pm »
Hey, wait, that was your thread! How are we supposed to help you make Kender when you keep valuable modding information over here? :-)
I was unaware it was a modding thing when I poste...oh, wait.

Over in the modding forum we were just discussing how to produce this sort of thing, so far unsuccessfully. Would you mind posting the raws for the race that's doing this?
Better yet, I can link to it and credit the creator.
(In case you missed it the first time, here is another link.)

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