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Messages - Crazy Cow

Pages: [1] 2 3 ... 87
1
DF Modding / Re: Multi-race forts?
« on: August 17, 2014, 08:05:51 pm »
It is possible to convert captured goblins into functioning members of your fort, albeit in a roundabout and skefuddled way. I'll whip up an example for you, but in essence you give your dwarves a reaction that will destroy a nearby goblin and turn a nearby tame creature into a "goblin" that is actually a dwarven sub-caste. It's the method Lycaeon used in the Fallout Equestria mod to convert captured enemies into slaves.

2
Hey, it's actually pretty good for reaction training. Give one to each of your rookies, MC an alien and give it one too, then let them duke it out for a while. All the rookies get reaction and firing xp, and with even Aqua Plastic armor there's no risk of death.

For killing things, though? It's the most useless of the useless starting weapons. It's a good thing Gauss Pistols don't take long to research.

3
I don't know why anyone ever complained about SWPs (or tanks in the original); they're a lot tougher than a recruit and invaluable for soaking up fire, especially in TFFD when solid cover is harder to come by. Boosted Dye Grenades are pretty necessary, though; did you enable that one?

As for the base, mid-Atlantic is always a good choice.

Name: Guy Northcott
Gender: Male
Bio: When he didn't have any special skills, he joined the military. When they wanted people crazy enough to fight the alien menace underwater, he shrugged and said 'as long as it pays better.'
Weapon: Pistol/Grenade combos (if I ask for a Dart Gun, will you actually give him one? ;p)

4
DF Dwarf Mode Discussion / Re: Is there any way to stack stone?
« on: March 24, 2014, 02:20:35 pm »
Another solution, if you don't mind them only being useful for construction, is to cut them into blocks in a mason's workshop, after which they can be stored in bins.

I'd just like to point out that that will multiply your stones by a factor of four; if six hundred rocks weren't creating FPS issues, then two thousand sure will.

5
Everyone switch their title to knight and guard! We're landing this Steiner style!
+1!
+1!

6
DF Modding / Re: birds' lifting capacities
« on: March 10, 2014, 02:54:27 pm »
Soldier: Are you suggesting anvils migrate?
King Arthur: Not at all. They could be carried.
Soldier: What? A swallow carrying an anvil?
King Arthur: It could grip it by the base!
Soldier: It's not a question of where he grips it! It's a simple question of weight ratios! A five ounce bird could not carry a hundred pound anvil.

Fixed that for you. It's always the damn anvils ;l

7
Fortress

Just ship a PM my way; I'm on here an embarrassingly large amount of the time. Hopefully I'll be able to help!

8
DF Dwarf Mode Discussion / Re: Savage
« on: February 28, 2014, 06:43:30 pm »
I'm still relatively new but in my last fort when a FB came in and had my militia for lunch, I also noticed six queen ant women among the deceased in the first cavern level.  Apparently the FB waded through their colony on the way to lunch.

Queens are supposed to be something like 1/11000th of an ant man colony.  If the FB hadn't killed the fort, I think the framerate would have.

I'm fairly certain that DF ignores caste pop_ratios when initially spawning a population, then uses pop_ratios as that initial population breeds (you can see this in mods, where supposedly rare castes can appear in your initial embark team with a very high frequency). While you had a lot of ant queens, they probably wouldn't have given birth to any more and died of old age within a few years.

9
DF Modding / Re: Mod game so elves accept wood
« on: February 26, 2014, 11:23:34 pm »
Some of the ethics make no sense whatsoever in 50% of cases...
Such as JUSTIFIED_IF_SELF_DEFENSE in this case...

"Oi swear by my father's beard, tha tree was gonna eat me!"

10
I'll throw my own ptw here, and offer my own services as a pre-release tester if you still want them. This sounds incredible.

11
DF Dwarf Mode Discussion / Re: Are you ready for the tears?
« on: February 20, 2014, 10:55:00 pm »
From the sound of it, it's probably only related to discovering a dead relative, this following the devlog where grieving is directly related to dead body parts being discovered (although the mental image of a dwarf studying a molar for signs that it's his brothers is amusing). Making non-entity creatures cry will therefore be either extemely difficult or impossible, seeing as they won't have any relationships. I am, however, interested in the idea of adding syndromes to such liquids, so that a dwarf can cry tears of rage and actually gain combat stats from them.

EDIT:
Following the revelations earlier on in the page, material token 18 is GRIME; does this ever appear in-game? The wiki doesn't have a page for it.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 17, 2014, 05:01:53 pm »
So, a dwarf got possessed and made a coffin.
Spoiler: Pic (click to show/hide)
What confuses me is that the dwarf is mutilating the goblin, but his own corpse shows up in the list of mutilated bodies...
Maybe a kidnapped kid got killed in a battle and the game confused the races a bit?

13
I'm pretty sure Dwarf Therapist shows exact XP numbers.

Awesome, thank you.

Now I'll have to admit I use Therapist like a filthy casual, though :c

Anyone have any advice on how to get them to pick things up. Currently 8 of them I have are just milling around the room I put them in with food and some iron swords I want them to grab

Because you can't control them directly, the only way you can get them to equip weapons is to have them wrestle them away from an enemy attacking them with one (either a goblin or one of your own dwarves). It will take a while, but is certainly possible; you can hear the occasional horror story of an ogre or giant desert scorpion killing people with their own trousers, for example. My suggestion would be to use goblins stripped of most of their gear; in an eight-on-one fight you aren't likely to loose many tigermen.

14
I want to do some Fortress mode testing on the differences between legendary +5 fighters and legendary +50 fighters, and to that end I'd like to know what kind of third-party tools I can use to see the exact skill level of my dwarves (seeing as there isn't a difference between fresh legendary and a glitched legendary dwarf in the skills screen). Any suggestions?

15
DF Gameplay Questions / Re: how strong of a army should i have?
« on: January 19, 2014, 05:52:34 pm »
That's... that's a lot of dwarves :0
I can usually scrape by with twenty or so trained dwarves. If you ever have doubts about your army's abilities, try breaking the siege up into bite-sized pieces (by trapping small numbers with bridges). Fifty legendary dwarves will mess up anything the game throws at you besides the odd bullshit randomly-generated beast.

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