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Messages - Keldane

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406
DF Dwarf Mode Discussion / Re: Love Blooms in Unlikely Places
« on: April 12, 2011, 10:44:20 pm »
Isn't it obvious? The girl is pure yandere. Of course, that means that any other female dwarf in your fortress that gets too close to your expedition leader may suddenly wake up at the bottom of the well...

407
DF Dwarf Mode Discussion / Re: Stupid Urist McWaterswallower
« on: April 12, 2011, 04:58:24 pm »
If you had extended that one tile wide hallway to to tiles in length, then you could have installed a floodgate there. Once linked, you could have opened the floodgate, dug out the final tile, then flipped the switch to close the floodgate before too much water had flowed in. Then, once the dwarf was out of the moat, you could have opened the gate again to resume the flow.

408
DF Dwarf Mode Discussion / Re: Reserving a well
« on: April 12, 2011, 04:04:15 pm »
I've tried making huge meeting areas, and very few dwarves have friends. So I decided to do the opposite. Let them make friends, but then hurt those friends.

And then leave the corpses to rot, further increasing the despair?

409
DF Dwarf Mode Discussion / Re: Reserving a well
« on: April 12, 2011, 03:43:02 pm »
Have you tried isolating them so they can't socialize?

410
DF Dwarf Mode Discussion / Re: Reserving a well
« on: April 11, 2011, 01:46:55 am »
So, he is trying to instigate that mood. For some reason, I thought a fell mood was just the angry killing/breaking everything one. I now realize that is berserk, and I was completely misunderstanding his intentions.

So...this is actually possible? I thought you couldn't force the mood?

You can't force it, necessarily, and you can give it every chance of occurring. Making as many of your dwarves miserable but not quite tantruming as possible, for example.

411
DF Dwarf Mode Discussion / Re: Reserving a well
« on: April 11, 2011, 01:25:42 am »
It's my !!SCIENCE!! project. I'm trying to see how a fell mood works in junction with the planepacked glitch.
You have officially taken my respect for the macabre nature of the Dwarf Fortress community to new heights. I applaud your project.

412
DF Dwarf Mode Discussion / Re: Allowing eggs to hatch
« on: April 09, 2011, 11:39:48 pm »
Hey, so if I isolated a bunch of crocodiles with egg boxes.  And if they, by now, have laid several hundred eggs each, it doesn't mean I'm actually going to have 300+ crocodiles in a small room under a sacrificial tower, does it?  I hope it does.

As long as you had at least one male when the eggs were laid, then yeah, you'll probably soon find yourself with a whole ton of little crocs in your small room. Which, depending on the size of the room and the number of offspring, may end in a bloodbath before you can drop anything in there.

413
DF Dwarf Mode Discussion / Re: Allowing eggs to hatch
« on: April 09, 2011, 01:41:55 pm »
UnrealJake has a method that works quite well, so allow me to second it. Disabling eggs from your food stockpile(s) will prevent your dwarves from snatching them from the nest, thus allowing your swarm of rage-inducing nest-crowders to increase their population.

414
DF Dwarf Mode Discussion / Re: World Generation - How many years?
« on: April 09, 2011, 01:19:53 pm »
My world gen parameters usually have it set to 999 years, and it never actually reaches that number. I stop it partway, but always on a year ending in 4 or 9 - I have a bit of a compulsion concerning multiples of five.

That said, this thread has inspired me to check out an 'end of days' world gen - 9999 years on a pocket world, here I come!

Edit: After 9999 years, we have 104 living Historic Figures, out of a total of 24220. There are 215103 Historic Events on record. The world has been in the Golden Age for approximately 8500 years. Now, to see if it's playable!

415
DF Dwarf Mode Discussion / Re: Will my dorfs die of dehydration?!
« on: April 09, 2011, 12:51:52 pm »
Build a Craftsdwarf Workshop, enable stonecrafting on one of your dwarves, and have them start churning out Rock Pots. They function just like barrels, including being usable for brewing, and make use of the much more plentiful stone, rather than relying on wood.

416
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 08, 2011, 08:20:47 pm »
Okay, managed to do a large-scale cavein and breach past the aquifer. Now... Is it possible to safely dig in the z-level below an aquifer? Because I don't want to abandon all of that hematite...

Are you using dfreveal to determine where the damp stone is?

Yeah, after I took care of the third level of aquifer and found more damp soil below it, I opened reveal to see how deep it went.

You've probably noticed, then, that the damp stretches to one z below the aquiferous soil or stone. Unfortunately, these tiles will spew water from above if dug into, so if your hematite is on that z level, I'm afraid you're out of luck. If, on the other hand, the hematite doesn't appear damp when viewed with dfreveal, then you can safely dig it out.

Of course, there are other options. You could make extracting the hematite into a sort of mega-project, establishing a giant machine on the surface for the sole purpose of boring into the waterlogged earth.

417
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 08, 2011, 05:32:31 pm »
Okay, managed to do a large-scale cavein and breach past the aquifer. Now... Is it possible to safely dig in the z-level below an aquifer? Because I don't want to abandon all of that hematite...

Are you using dfreveal to determine where the damp stone is?

418
You know, if you make him a dreadnought he's going to need a ballista hand.

This will probably work better once there's moving fortress parts. Though, it'd probably turn into a titan crewed by cripples, in my case...

419
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 07, 2011, 05:33:54 pm »
Night creature/conversion tags only work if they're on a lair creature.

And using the Lair tags on a civ creature has what sort of effect, if any? >_>

It wouldn't do anything because stock civ creatures do not occur naturally outside of civilizations (no BIOME tokens in their creature RAWs).  You could tweak this to make them behave as D_E described, but it will involve more than just a [LAIR] token.

Indeed, the Lair tokens, regardless of whether or not they're combined with the night creature tokens, have no effect when used on a civilized race. Or at least, this is what the last hour or so of testing and Legends mode would suggest.

Phooey. There goes that idea.

420
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 07, 2011, 04:06:33 pm »
Night creature/conversion tags only work if they're on a lair creature.

And using the Lair tags on a civ creature has what sort of effect, if any? >_>

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