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Messages - GreatWyrmGold

Pages: 1 ... 3685 3686 [3687] 3688 3689 ... 3706
55291
DF Adventure Mode Discussion / Where are shops?
« on: February 07, 2011, 04:45:16 pm »
I recently made a modding error that seems to cause gnomes to melt themselves and set their clothes on fire. Having discovered this, I naturally did what any self-respecting adventurer would do-namely, wait for the smoke to clear and take the non-burney stuff to sell. However, there is an issue.

Never, in any of my adventurers' careers, have I found a shop.

Where are they? (If it helps, I usually gen worlds with short history, to speed things up and so that I can mine to lava surfaces in magma.)

55292
DF Adventure Mode Discussion / Re: Shortest. Adventure. Ever.
« on: February 06, 2011, 07:13:54 pm »
That's weird...I started a new world and played a kobold (not vanilla, D&D). Wound up in a gnome town, found houses full of !!XXpig tail fiber shoeXX!!s and stuff, as well as !!XXSo-and-so's corpseXX!!s. So, evidently, it's gnomes. They didn't burn or melt earlier, though. Weird. I'll check the homeotherm.

55293
DF Adventure Mode Discussion / Re: Question
« on: February 06, 2011, 12:09:11 pm »
threw some guy into a building, prompting a hugeass explosion.I'm in love

Is that throwing skill or wrestling?

55294
DF Adventure Mode Discussion / Re: Shortest. Adventure. Ever.
« on: February 06, 2011, 12:05:03 pm »
....Uh... I blame ghosts then.
Huh?

55295
DF Adventure Mode Discussion / Re: If I hit a guy repeatedly...
« on: February 06, 2011, 11:00:14 am »
Except experiencing the smell of roasting flash and screams which fall on deaf ears as you continue your bludgeoning spree.

That's a kind of experience.

I like to see how many fingers and toes and ears and noses I can lop off before they eventually bleed to death.

Same here. Then I throw them at their friends.

That's just weird. I throw the heads of others of their species at them, though, so maybe I shouldn't be talking.

55296
DF Adventure Mode Discussion / Re: Some findings on flying adventures
« on: February 06, 2011, 10:58:54 am »
Get Genesis Mod and pick the Illithid race, specifically void master, they can fly naturally, and are damn near immortal, which is why you usually end up being worshipped as a god.

Awesome.

55297
DF Adventure Mode Discussion / Re: How have you been dying recently?
« on: February 06, 2011, 10:57:31 am »
Melting. Weird.

55298
DF Adventure Mode Discussion / Re: Is there a way to stop ambushes?
« on: February 06, 2011, 10:56:28 am »
If you're tough, ambushes are just goblinite/koboldite/whateverite coming to you.

55299
DF Adventure Mode Discussion / Re: Shortest. Adventure. Ever.
« on: February 06, 2011, 10:54:37 am »
ignore those, those are normal, i asked for errorlog cuz i suspected mild raw duplication
...Demons are NORMAL?!?!

Does the world have custom temperature values perchance?  It is perfectly possible to accidentally put an extra 0 in the temp values and then suddenly have a hellworld where nothing can survive outside of worldgen and grass bursts into flames instantly.

I made one once with an adventurer with a high temperature tolerance...the game crashed when I got near an ocean.  I assume it was trying to process it all boiling away.
As I noted from the beginning, no.

55300
DF Adventure Mode Discussion / Re: Shortest. Adventure. Ever.
« on: February 06, 2011, 10:04:52 am »
Not in this world...although I did notice some weird earlier ones...

loop path fail: <invalid goal> brute of steam,0,44,2 -> -29,59,0: Id #18371:Path Goal Seek Station:Station Mill Anywhere at -28,59,0
loop path fail: <invalid goal> flame demon,33,143,29 -> 22,152,28: Id #18403:Path Goal Seek Station:Station Mill Anywhere at 21,154,28
loop path fail: <invalid goal> serpent woman,33,143,57 -> 31,147,57: Id #18410:Path Goal Seek Station:Station Mill Anywhere at 29,146,57

I would have noticed if a brute of steam, flame demon, or serpent woman came close to my adventurer, though.

55301
DF Adventure Mode Discussion / Shortest. Adventure. Ever.
« on: February 06, 2011, 10:00:41 am »
Took one step.

"You have melted.
You fall over.
You are deceased."

 :o

Tried again.

"You have melted.
You fall over.
You are deceased."

 :-\

Tried a third time. No points for guessing what happened.

 >:(

What happened? In case it matters, yes I modded the game, and yes I was playing a modded race, but I've encountered that race (gnomes) before without them melting (and anyways they dominate the world), and no I didn't fiddle with temperature.

EDIT: Three different sites. All melty.

55302
DF Gameplay Questions / Re: Dwarven Prison Questions
« on: February 05, 2011, 01:30:58 pm »
Quote
2.) Any way to do it automatically, say by putting a pressure plate also linked up to the hatch?
Using a hatch to drop them would be problematic, since hatches open the instant the attached lever is pulled and cannot be built in the same tile as the lever. You'd have to use a retracting bridge to do it, instead, as those have a delay.
Dwarves stand on levers they pull? That'll be an issue...

Quote
Now, you might be able to make an automated migrant dropper if you had thin hallway with a pressure plate, a long retracting bridge (10 tiles long at least, maybe more) linked to the pressure plate, and a lever at the end. Tell dwarves to pull the lever, they walk over the pressure plate, triggering it, the dwarf walks onto the bridge, which suddenly disappears, then the pressure plate turns off due to its deactivation delay, which makes the bridge reappear. The lever would never actually get pulled, which means slightly less micromanagement; just profile the lever so that all of the migrants can pull it, then set it to be pulled, and one by one they'll go get dropped.
Clever!

Quote
Quote
EDIT: Also,
3.) What's the easiest way to depressurize water?
Diagonal baffles. On the level you don't want water to rise above due to pressure, but a structure like this between your pressurized water source and where you don't want pressurized water:

++=
+=+
=++


With =s as walls and +s as floors/roads. Water will pass through the diagonals, but won't carry pressure. Note that this will also greatly reduce the rate at which water flows, so you'll probably want a wider section of baffles than your actual pipes in order to keep water filling at a decent clip.
Just making sure it works.

55303
DF Gameplay Questions / Re: Too many dwarves
« on: February 05, 2011, 12:51:20 pm »
Kill them, and take they cloths. After, sell them to elves/use leather stuff for your military/replacement of rotting ones.
Just lock them in a room and wait for starvation..
That's uncreative.

Cave in floors under some, use the survivors to train your doctors, and have the rest rebuild the trap before starting over again.
If you still have problems, either have some watch from below or just have the newbies explore the cavern and claim GCS silk...unless they get eaten by stuff first, of course.

55304
DF Gameplay Questions / Re: Dwarven Prison Questions
« on: February 05, 2011, 12:38:21 pm »
1) two z-levels I think.
2) by having a dwarf pull a different lever attached to the hatch
1.) What would, say, five do? EDIT: Whoa...OTA, even only a lot less kills 'em...
2.) Any way to do it automatically, say by putting a pressure plate also linked up to the hatch?

EDIT: Also,
3.) What's the easiest way to depressurize water?

55305
DF Gameplay Questions / Dwarven Prison Questions
« on: February 05, 2011, 12:35:37 pm »
I'm planning to start a dwarven prison where all immigrants (and maybe their animals, too) are tossed into a pit for the rest of their lives. I have two questions:

1.) How much of a drop do I need to injure but usually not kill the dwarves?
2.) I'm thinking of dropping the dwarves in by having them pull a lever at the end of a corridor that is linked up to a hatch beneath their feet. How do I get the hatch to close?

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