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Messages - NewSheoth

Pages: 1 ... 10 11 [12] 13 14 ... 43
166
Yeah, but can be repeated again just in case. The newest people may find it useful.

167
DF Dwarf Mode Discussion / Re: Do you know what the HFS is? (spoiler-free)
« on: November 18, 2010, 09:37:04 am »
If I may, I think it's long since become a forum in-joke rather than an actual spoiler avoidance measure.  It might have had that function at some point, but now clowns and candy have basically become speech conventions.

This. This, this, this. It's not done for the sake of spoilers. It's a forum in-joke. Or even a fandom in-joke. Or just a DF meme.

168
DF Dwarf Mode Discussion / Re: Don't mix cats and magma
« on: November 18, 2010, 09:34:31 am »
DO mix cats and magma. Just don't do it using doors, especially those that lead into the rest of your fort that's below it.

169
DF Dwarf Mode Discussion / Re: Weaponizing spooks, for !!SCIENCE!!
« on: November 18, 2010, 09:31:27 am »
Question: do ghosts whose slabs were destroyed respawn where the slab was, where the body was, where they were in life frequently or randomly?
Thats what we've been trying to figure out. I think we can put our differences aside. For !!science!!. You monster.

I haven't had much experience with ghosts. I guess the only way we could find out where destroyed slab ghosts go is by dropping dwarves into spike pits, making slabs for them, and destroying the slabs. Watch the ghost and report what happens.

I lost my fort to a goblin siege (how did i fail that defense?), but when i rebuild my new fort, i'll start ghost tests.

Do ghosts mainly come from unhappy dwarves?

Urist McTestSubject didn't survive his magma swimming test, but we're glad he got burned, think of all the things we've learned, for the dwarves who are still alive!

And I think ghosts come from all sorts, happy or not. Just don't bury them. I think it only determines what kind of ghost spawns. But that's just me thinking. Maybe a violent death produces more angry ghosts... can try the trader-meets-goblin-siege-in-a-trap test to find out.

170
DF Dwarf Mode Discussion / Re: Favorite Industry?
« on: November 18, 2010, 09:25:19 am »
Magma glass industry. It is for glass furnaces that I construct and carve out gigantic halls, not for forges or smelters. They get their (huge, as well) corner too, and are operating just like in any other fort, but glass is king there. I like the way my fortress rises out of pretty much nothing through green glass blocks and green glass trade goods.

171
DF Dwarf Mode Discussion / Re: Weaponizing spooks, for !!SCIENCE!!
« on: November 17, 2010, 03:13:57 pm »
Question: do ghosts whose slabs were destroyed respawn where the slab was, where the body was, where they were in life frequently or randomly?

172
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 17, 2010, 03:04:32 pm »
I used to dig/cut trees from/gather plants etc. from big areas, by pressing D --> T/P/M, and selecting the area.
It took ages to select the whole forest to be designated.

Then I learned you can use shift to move faster..
This also helped with me moving around looking for stuff, it took really long time to move from my base to some mountain where I had set up a mine.

You can also move the blinking X that is the designator with your mouse. Left click designates a tile for an action, right click moves the designator.

173
DF Dwarf Mode Discussion / Re: Weaponizing spooks, for !!SCIENCE!!
« on: November 16, 2010, 02:15:58 pm »
Tee hee, thread derailment in less than ten posts. Nicely done. Just don't collapse the thread cavern section.
Ghosts are pretty unhidden, everyone will get some eventually with or without digging out adamantine or breaching heck. So there's no point in spoilering them. Calling them various funny names, however, is fine by me, as long as it's funny or at least !!funny!!.

174
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 16, 2010, 02:08:13 pm »
My expedition leader likes cave fish men... for ther beauty?

Eye of the beholder, I guess.

Is your fort called Innsmouth by any chance?

175
DF Announcements / Re: Dwarf Fortress 0.31.18 Released
« on: November 16, 2010, 02:04:04 pm »
Not limited to bronze anymore? All hail the Toady!

Also, weapon traps are flowing again. Awesome. I can run my monstrous trapped halls again! Thanks!!

176
DF Dwarf Mode Discussion / Re: I just got an artifact...
« on: November 16, 2010, 10:03:48 am »
My forts' foundation is the most popular subject among my crafters and engravers, together with in-fortress and in-civ politics and whoever has ever travelled to the location the fort is on.

177
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 16, 2010, 10:01:11 am »
I feel worse for him; He's dead, recieves no burial or memorial, and the only thing that wants to be around him is a bloody monstrosity of a golem!


I feel no sympathy for idiots that throw themselves into the ocean.

A fine point... I honestly had the same reaction when several archers in a row jumped from the top of a 5 z-level waterfall into the river below to kill carp, and died on impact. They were off duty for crying out loud!

There really needs to be a "diving" skill or something, to reduce damage from impact with the ground/water.

And yes, I realize how broken a legendary diver would be :D

Literally.

178
DF Dwarf Mode Discussion / Re: This may sound stupid..
« on: November 16, 2010, 09:51:32 am »
Creating monolithic buildings by carving them out of solid ground has been done in real life (http://en.wikipedia.org/wiki/Monolithic_architecture).  So no, it's not crazy at all.  Basically you just design a building/city and create it by excavating out the empty space around it instead of building it up from smaller pieces. 

It would work really well in Dwarf Fortress with enough planning.  Just mark a huge area across multiple Z-levels for excavation, design buildings inversely by canceling the channel orders on the spots where you want the building to exist, and wait a really really long time while the digging happens.  Then dig out the interiors of the buildings after the standing structures are in place.  Getting rid of all the ramps and clearing out all the space without your idiot dwarves killing themselves would be a challenge, though.

I'd actually be surprised if nobody has done something like this by now.

Up/down stairs mining. As in, designate up/down stairs, then remove them layer by layer. Instant awesome, no harm whatsoever. Leave the stairs where you want, well, stairs to be.

And I think this will be my next fort. Will try to carve out a huge cavern and a city out of it. Hopefully I will be able to avoid the actual caverns, too. Don't want to turn them off.

179
DF Adventure Mode Discussion / Re: Strange equipment
« on: November 15, 2010, 06:03:28 pm »
Elves have wooden stuff for a purpose though. Give them metal and enough centuries and there won't be anything else left in the world.

180
no, that's hammers. Cotton candy axes will cut through ANYTHING.

They're so sharp that even looking at them can--OWWWWWWWWWWWWWW

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