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Messages - GreatWyrmGold

Pages: 1 ... 3687 3688 [3689] 3690 3691 ... 3706
55321
DF Dwarf Mode Discussion / Re: Empty Volcano
« on: February 02, 2011, 07:50:56 pm »
I assume that you disabled the HFS?

Not that I'm aware of.
I didn't see that far down, though-it seems the "volcano" "ended" in the magma sea.

55322
DF Bug Reports / Re: Charcoal not found
« on: February 02, 2011, 07:10:56 pm »
I've noticed that if a smelter is part of a burrow, then the required materials must be in the burrow as well. Otherwise the game thinks there is no access the required items.

That should NOT matter unless a dwarf is assigned to one burrow and not to another.
Well, evidently it does. BTW, congrats on a second thread necromancy...

55323
DF Dwarf Mode Discussion / Empty Volcano
« on: February 02, 2011, 07:08:47 pm »
I embarked on a volcano.

It had no magma in it. At all. (Unless you count the magma sea-but give me a moment.)

I looked down, down, down underground to see if there was any magma lower down. There wasn't, but there were all three cavern layers exposed and visible, plus the magma sea at the bottom. Which was evidently too much for my old computer; I had to abandon after a while, once the critters started spawning.

What? I was under the impression that magma pipes were supposed to mean magma at the surface, not clear sight to magma deep underground...

55324
1.) One training spear per trap is sufficient.

2.) I can't say. Did you give the dwarf a military order to stay in the room? Did your hospital have free doctors? Is it just a hospital bug? (You probably don't know if it's the last one.)

55325
DF Adventure Mode Discussion / Re: Bogeymen: The Clowns of Adventure Mode
« on: February 02, 2011, 03:45:21 pm »
^They only "respawn" in that defeating one ambush of them (which I think is usually 3-6) will only prevent another one until the next night. They can teleport if you try to run away.
Ah. I misunderstood.
Cool.

55326
All of this stuff is complex; therefore, let's start small.

Each type of item has a certain number that are needed per person every year, maybe 1000 for meals and 0.02 for swords. If a nation can't produce that many whatevers, the price goes up for them and the nation won't export them; if they make a lot more than they need of a certain item (or have tons in stock from your last caravan), then the price will go down and they'll start exporting more.
Different entities can have varying additional value modifiers-for instance, elves pay twice as much for metal goods because they can't make their own, and dwarves will only pay one-half as much for stone goods because they have tons (literally) of stone to use just from making their homes, and goblins would pay extra for weapons and armor (assuming you can trade with them), but will not pay as much for instruments.

Nice and simple...compared to your ideas, at least. (Although they still should be implemented, eventually.)

55327
Let's just forget about those pictures. Or do you actually want to see them?
I am kinda interested.

Quote
I guess I could try and make that booze bomb but until I can get a farm running I can't even get started. The little lake I have won't work. It's surrounded with lava falling everywhere and stuff.
But the good news is I found out that the aquifer is in the sandy clay loam. Bad news however is that I couldn't find any sandy clay loam on the map... I'll search harder!
Well, okay, but you hadn't mentioned anything about it on the post of assorted insane projects.

I have about 20 goblins captured now and I would get back to capturing and killing and stuff when I have finished my protection.
Sounds like we have 20 test subjects! Not counting nobles, of course.

Quote
I guess I could cause a tiny mining accident. Somebody accidentally locks everyone in. With desperate acts to get out they mine into the volcano. Before that, the apartment building collapses. Pictures will come!
Sounds Fun!

55328
DF Adventure Mode Discussion / Re: Bogeymen: The Clowns of Adventure Mode
« on: February 02, 2011, 03:07:34 pm »
For me, if I get caught in the open and attacked, I charge them. 95% of the time you'll miss the charge attack, but you'll knock them down, which will make them easier to hit. Bogeymen bleed to death in seconds and dismember easily, they're really quite weak besides their ability to dodge, so undermining their agility will greatly improve your odds of survival. Run, charge, knock them down, take a swing and then start running again.
See, this is udeful advice. Problem: Don't bogeys infinity respawn?

Quote
Oh and don't trying and strangle them unconscious, because they don't breathe.
...Oh.

55329
DF Adventure Mode Discussion / Re: Bogeymen: The Clowns of Adventure Mode
« on: February 01, 2011, 11:10:49 pm »
^He's right: they're almost impossible to beat unless you're a dwarf in a martial trance, and their real purpose is to make all these hamlets spread around the map useful.
And random animal attacks don't do that? I lost an adventurer once when THREE alligators attacked him at once.

55330
DF Adventure Mode Discussion / Re: Bogeymen: The Clowns of Adventure Mode
« on: February 01, 2011, 10:42:59 pm »
Grab a friend from a nearby hamlet before going out on an adventure. Having a companion, even if it's only a random peasant, will ward off the bogeys.
Why do peasants never seem to want to join me? And how do you find old adventurers?

EDIT: Random note...You can be ambushed by bogeymen literally one step outside of a building. They go away if you step inside, which makes it hard to get bogeys to kill the local gnomes.

55331
DF Adventure Mode Discussion / Bogeymen: The Clowns of Adventure Mode
« on: February 01, 2011, 10:15:25 pm »
I recently had a demigod human thrower/spearman. He killed a bandit camp all on his own. He decided to head to the capital, a "day's journey" to the south.

He was killed by bogeymen. No fight, just a little attempt at a fight before he broke into a run.
W.T.F.

A.) Why are bogeymen so insanely overpowered?
B.) How do you deal with them? Sleep in the day or something?

55332
See.. this is why textual communication is so terrible... I was going to say good job. But now I feel like a douche for even bringing it up. Its the whole reason why i started off with "Not to sound insulting," I honestly was trying to not be insulting but i knew that if I had just asked "how old are you as you draw these?" It would most likely have been taken as "wow, he thinks they suck" which was honestly not the case! May your magical beard continue to engrave such masterful works! And I will also shut-up now before I start digging myself a virtual ditch

This is why spoken communication will should never die.

Two questions:
1.) Where  are the artifact pictures?
2.) Are you seriously not going to try ANY method of booze bomb? :( (It doesn't have to work...)

55333
DF Adventure Mode Discussion / Re: Door...no open...uh...
« on: February 01, 2011, 08:34:18 pm »
does your dwarf have hands?

Do new dwarvish adventurers routinely lose hands before play starts? I seriously got stuck after sleeping in a building. Ugh...

Maybe moving into a door should automatically open it like dwarves seem to do in fortress mode.
It normaly does.
Ah. I was trying to interact with furniture. My mistake.

55334
DF Dwarf Mode Discussion / Re: Artifacts: laws of physics need not apply
« on: February 01, 2011, 06:38:32 pm »
Perpetual motion machines. Recursive artifacts. Disappearing rock. The DAS. Animals that need no food and can therefore run for days. Just wait; he'll clear them up by the next version if we're unlucky.

55335
DF Dwarf Mode Discussion / Re: How big is a tile?
« on: February 01, 2011, 06:33:32 pm »
I'd guesstimate a rectangular prism of about 1.5 x 1.5 x 3m, or 5 x 5 x 10 feet which would be enough to comfortably hold most creatures and items.
This is what I'm looking for: A guesstimate that helps me visualize my fortress in real-world terms.

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