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Messages - Urist Da Vinci

Pages: 1 ... 146 147 [148] 149 150 ... 169
2206
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 21, 2011, 11:41:29 am »
"The forgotten beast Vutu Thacsumsimo Amsir Bitrak has come! An enourmous humanoid composed of nickel. It has wings and a bloated body. Beware his fire!"

What a good luck i have! A nearly-invincible as my first (or, if i include that skinless elk that killed the last dorf of my last fort after 70 of them died due to a steel-scaled dragon, second) forgotten beast! And it's on my first cavern layer, where i haven't completely walled off the area but only builded a bridge!
The stair leading to the caverns below.
1 tile wide, 1 tile long, 24 z-levels deep

...

mmm... did i said something like "nearly-invincible" ?

Can you designate its body parts for melting? If so, how many bars does it return?

2207
DF Dwarf Mode Discussion / Re: Making things look good and dwarven.
« on: March 21, 2011, 11:34:27 am »
They have columns and geometric patterns engraved and all kinds of stuff.
http://vnmedia.ign.com/lotrovault.ign.com/images/guides/FuuryGuides/throneroom.JPG

People build multiple z-level grand halls a la LOTR movie Moria. I love making these, but not quite so large. Creative internal cave-ins can create a large artificial cavern, or digging up ramps in a 30x30 area or so allows fine tuning if you want to smooth and engrave the parts that will be out of reach when finished. Most of the details are supplied by the user's imagination though, as room designations don't "see" the extra z-levels.

http://www.irregularwebcomic.net/1455.html

Very relevant comic about the multi-z-level great halls. The idea is more legit, and organic, if you live in the caverns and trim away parts that you don't like.

2208
DF Dwarf Mode Discussion / Re: Quality of weapons in traps
« on: March 19, 2011, 05:56:50 pm »
...  Just theory there, since it's so hard to get information about quality in combat.  Quality of equipment is always base value in the arena...

1. I just killed a bronze colossus in the arena, and it returned a *bronze statue*
The relevant creature tokens are:
   [ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:BRONZE]
   [ITEMCORPSE_QUALITY:5]
Drop small furry creatures to their deaths in the arena, so their bodies spawn useful testing items.

2. Adventurer reactions work in the arena, so you can cheat items into existence. However, the quality of the product only depends on the skill used by the creature. You could make a cheat reaction that uses the fighter skill to turn out swords, and then possess critters with various levels of skill to make swords of various quality levels.

2209
DF Dwarf Mode Discussion / Re: Keeping animals alive after abandon?
« on: March 19, 2011, 01:58:15 pm »
I've seen a (unverified) claim in the past that creatures, in cages that were linked to levers, stayed there and could be released by an adventurer. This needs to be tested/proven again.

EDIT: http://www.bay12forums.com/smf/index.php?topic=54136.msg1162002#msg1162002
I still consider this "not proven".

2210
DF Dwarf Mode Discussion / Re: Shooting down?
« on: March 18, 2011, 09:02:44 pm »
Bars/grates actually block line-of-sight, light, and line-of-fire. That is, unless the behaviour has changed recently. Test it yourself if you want to make sure.

Fortifications don't come with a ceiling if built directly, so you can put some on the ground floor, instead of a channel, to keep enemies farther back.

2211
DF Dwarf Mode Discussion / Re: An artifact mechanism. WHY!?
« on: March 18, 2011, 08:54:45 pm »
Mechanisms are not required to build upright spears/spikes. Mechanisms are only required if you want those spikes to move...

2212
DF Dwarf Mode Discussion / Re: Screen Snapshot of my fortress!
« on: March 18, 2011, 10:34:35 am »
Id love to post my fort but i feel like the only one using a tileset :(

You could turn off graphical (tileset) mode long enough to take a screenshot. Look in the init.txt file.

2213
DF Dwarf Mode Discussion / Re: Screen Snapshot of my fortress!
« on: March 17, 2011, 09:39:03 pm »
You guys have weird forts.
Here's a snap of my 'main level'
...
All my forts follow a basic design centred around 11x11 rooms. I experiment with variations on that theme.
I can't comprehend forts with higgledy piggledy corridors and varying rooms sizes. It makes it impossible to plan ahead or expand in an efficient way. But, most people don't seem to plan forts like me.

A lot of people seem to like flat, almost 2D forts. I am not usually one of them.

My current 6x6 fort, where there are only 5 underground z-levels, and 20 above ground. Caverns are disabled, so I use above-ground plants and animals. The mining project in the upper right is to get to a patch of nice stone/ore under the aquifer.

The fort is a wood stockade/palisade w/moat around a courtyard and keep. The central keep is mostly made of wood, and has bedrooms above and a food storage basement below in the one non-aquifer sand level.
Spoiler: large image (click to show/hide)

I do have the save file from seconds after embark, if someone else is interested in trying out the concept. The dwarven caravan will bring surface animal/plant goods like the humans usually do. There are carp and gators in the river. Just before I made the first save, some Rhesus Macaques entered the map.

2214
DF Dwarf Mode Discussion / Re: Version 0.22
« on: March 17, 2011, 02:48:14 pm »
And again...

Here you go:
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_SPOON]
[NAME:spoon:spoons]
[VALUE:10]
[METAL_WEAPON_MAT]
[HARD_MAT]
[TOOL_USE:LIQUID_SCOOP]
[TILE:13]
[SIZE:50]
[SKILL:DAGGER]
[TWO_HANDED:17500]
[MINIMUM_SIZE:2000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:100:100:tap:taps:NO_SUB:500]

2215
DF Dwarf Mode Discussion / Re: cave spider venom barrel?
« on: March 17, 2011, 02:31:59 pm »
We need (giant?) cave spider men to become official creatures.

2216
DF Dwarf Mode Discussion / Re: Excess of Bones
« on: March 17, 2011, 02:17:30 pm »
...Actually, dragon bone armor will serve you as well as llama bone armor, because it's the same material.

Actually, dragon bone items have a high value, aren't damaged by heat or cold or fire, and have a very high specific heat (which may thermally protect the wearer). The same also applies for fire imp leather and bone items. If a dwarf falls into magma wearing a dragon bone helmet and fire imp leather armor, the only things left behind will be the helmet and armor.

2217
The glittery balls of fire that fire imps toss look pretty, but they don't appear to do anything in arena mode, even if you get hit by dozens.
Just wanted to verify, do you have temperature turned on?

Just tested, arena mode, 1 elf vs ~60 imps. I ran the elf around to stay just out of melee range of the horde. "You are caught in a cloud of flames!" 19x, and "You are struck by a ball of flames!" 26x. Temperature was on. Nothing happened. However, dragon breath did cause the elf to bleed/melt to death.

2218
THIS IS A SUGGESTION, not a noob question:

Allow adventurers or creatures controlled in arena mode to use breath weapons, spit webs, or other activated special abilities.

This would require a new key assignment, perhaps an ability menu, and a targeting cursor similar to throwing or bow/crossbow.

EDIT: Tried to change thread title

2219
Are the hardcoded "fire breath", "fireball toss", "dragon fire breath", and "shoot web" behaviours considered complete, or placeholder? I ask because breath attacks and secretions with associated materials have been added. The glittery balls of fire that fire imps toss look pretty, but they don't appear to do anything in arena mode, even if you get hit by dozens. Back in 0.28.181.40d, those balls could be lethal, so the code appears to outdated. Do you intend to merge the hardcoded breath weapons into the material breath system?

2220
DF Dwarf Mode Discussion / Re: Obsidian Casting, the "Right" Way?
« on: March 16, 2011, 10:05:51 pm »
... To prevet the top layer from sticking, you can make the top-most walls from floorgates, doors, or statues.  Anything that holds fluid but doesn't support a wall.

Unless you "float" the floodgates/doors/windows, the obsidian would stick to the floor under that floodgate/door/window.

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