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 - Reelyanoob

Pages: 1 ... 61 62 [63] 64 65 ... 101
931
DF Modding / Re: Gem Warfare! Stab goblins with diamonds!
« on: May 18, 2011, 09:17:05 pm »
another fun reaction idea for you - grind diamonds to a powder, then forge with a steel bar for diamond steel. It should be harder than steel, a little lighter, and hold an edge better. Reactions that combine more than one ingredient are more fun, i think.

How about ice bolts for the crossbows?

932
DF Dwarf Mode Discussion / Re: Half Frozen Brook
« on: May 18, 2011, 09:05:17 pm »
Seasonal floods! Awesome.  8)

933
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 18, 2011, 08:48:50 pm »
How do I delete saved embark orders?
Dwarf\data\init\embark_profiles.txt

Edit this file. It's also something you can back-up if you reinstall. Actually everything under "init" is user settings, so back up the whole init folder.

934
I'm old fashioned.  I like to know that the biggest army in the world will literally kill anyone who tries to debase my currency.  But that's just me.
That's likely to be your own government doing that :P
I can't see the military lifting a finger (except to hold the protestors at bay).

935
General Discussion / Re: What kind of a message is this?
« on: May 18, 2011, 08:26:58 pm »
Here's Leviticus on the matter of Hebrew slave customs (via wiki)

http://en.wikipedia.org/wiki/Slavery_in_antiquity
Quote
Leviticus draws a distinction between Hebrew debt slavery:
[...passages excerpted...]

and "bondslaves", foreigners:

25:44 As for your male and female slaves who may belong to you, you may buy male and female slaves from the nations all around you.
25:45 Also you may buy slaves from the children of the foreigners who reside with you, and from their families that are with you, whom they have fathered in your land, they may become your property.
25:46 You may give them as inheritance to your children after you to possess as property. You may enslave them perpetually. However, as for your brothers the Israelites, no man may rule over his brother harshly.

So to say it was only debt-slaves contradicts the bible (emphasis mine).

936
DF Gameplay Questions / Re: Immigrants
« on: May 18, 2011, 06:47:00 pm »
I hear tell that a dwarves' state of mind on death affects the ghost, so maybe your immigrants were spawned cheerful on the map edge and didn't have time for any negative thoughts.

937
Catastrophe!
[...]
How should I have done this? Should I have just "channeled" without digging the room out first?  I did a 1 tile experiment to confirm that it would work and didn't have a problem.... obviously this was insufficient.
Yeah you got it right, dig half a room normally, and channel the other half to create a combined farm.

If retrofitting above a dug out room, only channel single tile strips at a time, then nothing ever "breaks off"

938
DF Dwarf Mode Discussion / Re: Half Frozen Brook
« on: May 18, 2011, 05:46:01 pm »
I have a river where a small portion freezes in early winter, before anything else.   Once winter comes in full force, everything freezes.  The bit that freezes first is about 5 by 6 tiles and irregularly shaped, near one edge of the map.  If it's a biome thing, a narrow tongue of colder biome would have to snake in from one side of the map.  Does this happen?

Yeah, biome boundaries are fractal, so if you embark right on the edge, you can get "extra" biomes popping up for a few squares I think.

939
Posting here to track this thread, I'd like to see how you go with haxe

btw, i'm pretty good with OpenGL, c++, done a bit of actionscript too

940
DF Dwarf Mode Discussion / Re: Half Frozen Brook
« on: May 18, 2011, 03:23:59 pm »
If the map outlet is flowing, but the input freezes then the river either dries up or has very low flow rate. I had a map like this, so i dammed up the map edge, and made it a reservoir.

Not a glitch, a feature, proably due to biomes like you said. If the output point hadn't froze, your river would have dropped to very low level due to flowing away, but no water flowing in. My map had a permanently frozen input and unfrozen output, so i never got a "thaw" of the full river.

941
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 18, 2011, 03:02:16 pm »
Well now you know how to combine above ground and below ground farms into a single complex ;)

If I were you i'd square off the bit that has holes in the roof, and put both types of farm side-by-side. (be careful and channel the rest in strips to avoid cave-ins). Deconstruct the belowground farm(s) and rebuild in an area that's never been "aboveground". Put an aboveground farm in the old spot.

Myself, I dig half the farm as normal, for belowground crops, and channel the ceiling of the other half, without digging under it first - this avoids cave-ins. Then, I roof over the "aboveground" farm for safety.

Think positive, and you've just learnt two things - why you stuffed up, and how to totally exploit that feature in current and future forts.

942
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 18, 2011, 02:22:48 pm »
"free" seeds are listed under z - kitchens. This is a good quick place to check levels of available seeds.

You didn't channel away any of the roof above the underground farm did you? This will wreck the farm even if you roof over it again (some is aboveground, some belowground - not good)

943
I never said "free sand" i said adding glassmaking industry is basically free once you're put in magma forges anyway. This is something i do in every single fortress, so glassmaking in no way is a "cost".

Anyway the "exploit" I think you're referring to is a deliberately programmed feature. Muddy rock tiles become soil once a plant is removed, I've heard this is true for trees and grazed grass. This is something Toady has deliberately programmed in.

The real exploit is not that tiles become sand, it's that sand tiles are never depleted.

944
DF Dwarf Mode Discussion / Re: I'm gonna be honest here
« on: May 18, 2011, 01:48:10 pm »
You're new here, aren't you? This caused a huge uproar back when this version was actually new. MNow, this is Dwarf Fortress. Get used to the scarcity or play an older version.

Or just mod it so every site has the stuff you want, and control the proportions. This is doable. Just make one of the iron vein types appear in more (or all) stone layers. Use DFprospector to test and tune the amounts. I personally would prefer this to modding Cobaltite.

945
The tissues don't get properly "processed" with the right computer-ish tokens unless they are actually "butchered" at the workshop. Really annoying but not much you can do. It works different for wild animals (e.g. the auto-butchery design which drops breeding wild animals down a pit)

Pages: 1 ... 61 62 [63] 64 65 ... 101