Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - twilightdusk

Pages: 1 ... 10 11 [12] 13 14 ... 40
166
DF Dwarf Mode Discussion / Re: Cool military title
« on: December 27, 2010, 01:11:04 am »
The latter also carries a copper war hammer which she's named "The Combined Persuasive Strangeness," and, given that she's killed a forgotten beast, more than a dozen goblins, and a Giantess with it, I get the feeling she wins arguments as soon as she brings it out.

That has to be one of the best weapon names ever.

Another siege came and went giving me a few new titles, of which "the Safety of Speaking" stands out to me. It's like "Look, we can talk this over, and nobody gets hurt, or we can hack all your limbs off one by one, what do you think?"

167
DF Dwarf Mode Discussion / Re: Fortress Economy and Priorities
« on: December 27, 2010, 12:01:50 am »
Wait, dungeon masters don't show up anymore?  How will I tame my giant bats so I can use them for hunting?

modding. You can edit the raws to make the Dungeon Master appointed by the Expedition Leader, or (if you want to have to work a little for him) the Mayor.

168
DF Dwarf Mode Discussion / Re: Fortress Economy and Priorities
« on: December 26, 2010, 11:46:26 pm »
My understanding is that Fortress mode is a hell of a lot more finished than Adventure mode is, so he's focusing on Adventure mode for a bit so that people who like that mode can enjoy it more. The dev log on the main site has been alluding to many things that will affect Fortress mode more directly than Adventurer mode though.

169
DF Dwarf Mode Discussion / Cool military title
« on: December 26, 2010, 11:43:47 pm »
I noticed that my militia commander had a longer name than normal and after a moment of confusion realized that he must have attained a title (probably using the wrong term, please correct me). Looking through the units list to find him more easily, I notice another one of my military dwarves had a title as well.

Milita Commander: "Sazir Wheelrace the Virtuous Reign of Citadels"
Axe Lord: "Iton Ringbaldness the Rough Shadow of Rippers"

Two very different yet somewhat awesome titles. Anyone else have cool titles like this to share?

170
DF Gameplay Questions / Re: Uh oh... bad site
« on: December 26, 2010, 11:38:11 pm »
If they're far enough away, try to wall off the front of the caves?

171
DF Dwarf Mode Discussion / Re: buckets of water everywhere
« on: December 26, 2010, 06:50:51 pm »

172
DF Gameplay Questions / Re: Arcology questions
« on: December 26, 2010, 05:53:44 pm »
@Karlito - Thanks. For search users: it is called LEVELS_ABOVE_GROUND.
By the way, can I specify any number, for example 300?

When you select an option in the advanced world generation screen (assuming you're using that and not editing the raws), it will tell you the valid range of numbers for the option you have selected.

173
DF Dwarf Mode Discussion / Re: A quick question about stairs...
« on: December 26, 2010, 01:08:56 pm »
Natural walls are more destructive than anything constructed, as they will not deconstruct when falling. Walls will stop a cave in from going further while a cave in will continue through a floor, but there shouldn't be any difference between dropping a constructed floor VS constructed wall.

174
DF Gameplay Questions / Re: make militia go back to civ jobs for a while
« on: December 25, 2010, 11:32:26 pm »
try removing him from the squad

175
DF Gameplay Questions / Re: Adamantine Strands?
« on: December 25, 2010, 11:22:42 pm »
By being dwarves, that's how.

176
DF Dwarf Mode Discussion / Re: Military Tactics
« on: December 25, 2010, 11:13:29 pm »
I don't really consider Danger Rooms to be an exploit, in the sense of something that goes against how the game should work, for the simple reason that they should logically work, and the only way I can think of to stop upright spike traps from being used for training, while still keeping them viable for other uses, would be to blatantly prevent training weapons from being used in traps.

All a danger room is really is a contraption which attacks your dwarves with (nearly) harmless training spears as a way to help them realistically practice dodging and blocking, while not being in any (likely) danger. I see no way to stop this from working short of making upright spikes nearly useless, or outright and blatantly preventing training weapons from being used in them, and as such I see no reason not to use them, as they make perfectly logical sense within the game.

And frankly, given that training accidents don't happen anymore, they're the most viable way of using training weapons to actually train your soldiers.

177
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 25, 2010, 10:59:09 pm »
How did you even notice? A mandate like that would be fufulled instantly in many forts.

Even instantly fulfilled mandates get listed for a while. I recently got a message saying "The mayor has issued a mandate" or whatever the announcement is, and looked in the nobles screen to find [Make Steel Goods: 3/3]

178
DF Dwarf Mode Discussion / Re: [RESPONSIBILITY:TAME_EXOTICS] not working
« on: December 25, 2010, 10:56:02 pm »
My appointable dungeon master (of my own design, not copied from somewhere, though I imagine it should look similar enough, just added the lines [APPOINTED_BY:EXPEDITION_LEADER] and [APPOINTED_BY:MAYOR]) reads [RESPONSIBILITY:TAME_EXOTICS], so that should be the right string. Make sure the rest of him wasn't altered,

Spoiler: My Dungeon Master Code (click to show/hide)

And this really should go in modding, yes this forum gets more traffic but that's not an excuse to use the improper forum for a given question.

179
DF Gameplay Questions / Re: Adamantine Strands?
« on: December 25, 2010, 08:06:21 pm »
Clearly the intricate process of extracting adamantine strands involves making it funtion like a thread. Once it's reforged in fire, it hardens up again and becomes inflexible.

180
DF Dwarf Mode Discussion / Re: embark size vs FPS
« on: December 25, 2010, 07:48:34 pm »
smaller embarks mean larger FPS by virtue of the game not needing to keep track of as many things, the same reason why having few/no caverns increases FPS. This would probably be more pronounced in different biomes though, areas of thick vegetation need to keep track of tree/shrub growth across the map while a glacier doesn't have much going on in it.

Pages: 1 ... 10 11 [12] 13 14 ... 40