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Messages - twilightdusk

Pages: 1 ... 37 38 [39] 40
571
DF Gameplay Questions / Re: Building a collapsible floor?
« on: November 27, 2010, 05:46:41 pm »
No, the bridge just disappears entirely as long as it's retracted. Bridge is there. Pull Lever. Bridge isn't there, anything that was on it falls. Pull lever again. Bridge is back.


572
DF Gameplay Questions / Re: Building a collapsible floor?
« on: November 27, 2010, 05:05:42 pm »
retracting bridge over the spikes. somehow get your desired victim onto the bridge, then pull a lever connected to the bridge, retracting it and dropping the victim into the pit.

573
DF Gameplay Questions / Re: I found a nice cavern... a little TOO nice.
« on: November 27, 2010, 04:58:23 pm »
I think GCS' are like thieves and ambushers: hidden until one of your dwarves/animals are within range of being devoured by it.

574
DF Gameplay Questions / Re: I found a nice cavern... a little TOO nice.
« on: November 27, 2010, 04:43:45 pm »
Cave spider webs spawn randomly in any place where cave spiders can spawn. Giant cave spider webs, on the other hand, will not appear unless there's a giant cave spider nearby to create them.

575
DF Gameplay Questions / Re: Need help with Plump Helmet Spawns
« on: November 27, 2010, 03:32:16 pm »
Ouch, that hurts. You can lock a thread you started, modify your first post and look in additional options.

576
DF Gameplay Questions / Re: Need help with Plump Helmet Spawns
« on: November 27, 2010, 03:15:41 pm »
Again, see if you have grown Plump Helmets sitting around somewhere. Build a still and give the order to brew them into drinks if you have them laying around. This will produce a spawn to replant, as well as alcohol to drink.

577
DF Gameplay Questions / Re: Need help with Plump Helmet Spawns
« on: November 27, 2010, 03:11:03 pm »
See if you  have any unused plump helmets laying around. A dwarf that eats or brews a plump helmet will produce the seed (spawn in this case) to be replanted.

It must be stressed that cooking plants will NOT produce a seed. This is probably a bug of some kind, but if you want to replant seeds, make sure that your cooks will not cook plants (z --> kitchen to view settings on what will be cooked/brewed). If you're suddenly low on both the helmets and their spawn, it might be because your kitchen has been cooking the seeds out of all the plants.

578
DF Gameplay Questions / Re: Advance World Gen Help?
« on: November 27, 2010, 02:39:14 pm »
FFFFFFFF-

I set a majority of the world to be non-savage, non-good, and non-evil. There's is a vast bulk of mountain terrain at the north and south of the map. WHAT THE HELL DO YOU MEAN YOU CAN'T PLACE DWARVEN CIVILIZATIONS!?

579
DF Gameplay Questions / Re: Digging down instead of hillside
« on: November 27, 2010, 02:36:22 pm »
Also, no wagons in .17 or .18, at least. Earlier versions may have wagons.

Yes, but caravans will prefer wagon-accessible paths anyway despite not having wagons.

580
don't bother, just build a floor on top of the down stair you have at the highest level, that'll block the whole thing off. And this way, if you ever want to make adjustments, you just have to remove that spot of floor to access the trap again.

581
DF Gameplay Questions / Re: Digging down instead of hillside
« on: November 27, 2010, 01:06:33 pm »
It should be noted that if you have a path that a wagon can travel on, merchants will prefer to appear on that path. This means that using ramps is required if you wish to control where caravans will spawn. Otherwise yea, digging a down stair will let you access the layer below, letting you carve up/down stairs out of that rock and then giving you room to mine.

582
DF Gameplay Questions / Re: Advance World Gen Help?
« on: November 27, 2010, 01:00:38 pm »
Somewhat helpful, a lot to take in though...can you explain x/y-variance to me? I'm having a little trouble wrapping my head around it.
How quickly that parameter (e.g. rainfall or elevation) can change as you go along the x or y-axis.

So how does a higher number differ from a lower number? Does a higher number force it to change more slowly, or allow it to change faster?

583
DF Gameplay Questions / Re: Advance World Gen Help?
« on: November 27, 2010, 11:53:50 am »

Look for perfect world in modding, I think you can screw the rain shadows and drainage up to get a bunch of deserts, AND get 500 volcanoes on a 65x65 map.

Found it, I'll give it a shot.

584
DF Dwarf Mode Discussion / Re: Explosive obsidian
« on: November 27, 2010, 01:08:46 am »
What does HFS stand for?

Hidden Fun Stuff

585
DF Dwarf Mode Discussion / Re: I LOVE KOBOLDS (reason in thread)
« on: November 27, 2010, 12:13:03 am »
I hate kobolds. I wouldnt mind them too much if it wasnt
"WHOOPS IM BUSTED I'LL JUST OUTRUN YOUR MILLITARY TO THE EDGE OF THE MAP BUT FIRST I'LL BEHEAD THIS WOMAN AND STAB HER BABY SEEYA."

Set up a sealable outer wall that none of your dwarves go outside of (containing a big outdoor area for outdoor activities between itself and your underground entrance). When a thief gets spotted (inside the wall as no dwarves go outside it), seal the wall, blocking the thief's escape, making them militia fodder.

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