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Messages - Minnakht

Pages: 1 ... 10 11 [12] 13 14 ... 37
166
DF Modding / Re: Creature: Snails
« on: January 21, 2012, 07:11:00 am »
You'll need 10ft long racing snails.

Schnells.


167
DF Modding / Re: Useful Wooden Weapons For Fortress Mode
« on: January 18, 2012, 10:03:59 pm »
The arena does let creatures dual-wield as far as I can tell. One thing can be held in the right hand, one can be held in the left hand, both are usable.

Hell, I'm more worried about fortress mode - I'm not sure if dwarves are willing to have two weapons there. And if yes, if they are willing to not have a shield.

168
DF Dwarf Mode Discussion / Re: Redirecting rivers and maintaining flow.
« on: January 17, 2012, 11:54:15 pm »
Fortifications on map edge are no exploit. They're just a workaround for not being able to dig those squares out.

169
Speaking of mining and rivers...

Is someone else thinking what I'm thinking?

170
DF Dwarf Mode Discussion / Re: Curious Underground Structures [SPOILER]
« on: January 10, 2012, 01:02:43 pm »
Connect the dining hall to the entrance. Or just reroute the visitors' entrance through it somehow.

171
DF Dwarf Mode Discussion / Re: Cave moss and sand collecting
« on: January 08, 2012, 05:18:29 pm »
Or, if I remember correctly, dwarves can collect sand through a paved road. Maybe.

172
DF Dwarf Mode Discussion / Re: Fort design, how do YOU roll?
« on: January 04, 2012, 01:36:05 pm »
Single central staircase that goes both up into the air and down into the earth. Goes right through caverns unless interrupted by water, with application of constructed stairs and walls. Just a single huge planespine.

A small square tower surrounds the aboveground portion of the planespine - I'd estimate 11x11 or 13x13 or so. If I ever get to that part, I set barracks inside that one, and top the tower with a pyramid.

The tower also houses my only entrances into the fortress - one close to the ground, a long drawbridge that can be closed should a siege appear (or even an ambush, flinging enemies off - that long of a drawbridge) and another much higher up, in the form of a dodge-me trap. Needless to say, those hurt when set 10 z-levels above the ground. Even without spikes, although I might get to that, too.

Below ground, it's mostly huge rooms of stockpiles, with workshops placed in them (no separate walled rooms for them, because why?) and 3x3 bedrooms. And 5x5 or larger rooms for administrators. And a large dining room, with a well in it once I get around to making it.

Forges are built at magma sea level - I follow a path of least resistance, and it's much easier to bring dwarves down. Even if bringing magma up is funnier. I'll get to that one day, too.

173
DF Dwarf Mode Discussion / Re: Devlog: Random metals
« on: January 03, 2012, 04:30:35 pm »
I'm pretty sure that if anything has [EDIBLE_RAW], then a dwarf can pick it up and eat it.

Don't mod it onto your cyanide wafers, as much as it's logical.

174
DF Dwarf Mode Discussion / Re: Devlog: Random metals
« on: January 03, 2012, 03:48:49 pm »
"petrified sweet pod" gemstones?

175
DF Dwarf Mode Discussion / Re: Devlog: Random metals
« on: January 03, 2012, 03:42:52 pm »
I don't know, I don't think Toady will include [EDIBLE_RAW] or [EDIBLE_COOKED] among tags random metals could get. Especially not also whatever tags make cheese a rotting dairy product.
Shame, though. Would totally remind me of Discworld.
Mmm, treacle mines.


176
DF Dwarf Mode Discussion / Re: A gem-encrusted . . . gemstone?
« on: January 03, 2012, 01:21:57 pm »
Notice the first one is a large gem. Most likely large enough to drill some small holes in it and put pieces of smaller gems in there.

Superglue? Why not.

Gems are just glorified rocks. If you have stuff made of rocks, you might just as well ask how can that be gem-decorated.

*«*talc earring*»*

177
Because they do last things ordered first, and everyone orders the corners first. This, and they don't like standing in corners.

Why can you build stairs out of a stone boulder, then deconstruct them and get the exact same boulder back?

178
DF Dwarf Mode Discussion / Re: Can i use blood to muddy stone tiles?
« on: January 03, 2012, 12:46:40 pm »
Indeed. Just find the caverns - if you wall them off immediately and only breach them underwater for the second time and use pumps, you should be very safe.

Shame, though. Very dwarvish prospect. Now, if only magma left mud behind...

179
Four picks, lots of sand, wood, brains of everything my civ has. An axe. Varied booze. Seeds.

Dwarves start as ambushers, learn everything on-site as needed. Migrants take care of the rest.

Somewhat slow setup, but it works fine.

180
DF Dwarf Mode Discussion / Re: Ghosts and Floodgates
« on: January 02, 2012, 12:47:43 am »
That is really cool. I hope that ghost blocked your gate. Because that would give me a means of making a tomb which triggers massive floods in the fort if the body in it is laid to rest.

Are you sure the ghost wasn't just sitting on another obstruction, which had been pushed out of the way by water currents after the body was laid to rest?

Bay12: Weaponizing dwarves even after their death, keeping them in torment for a few more years before they can be put to rest.

Okay, not my best quote, but I'm doing this for the first time.

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