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Messages - Mister Always

Pages: 1 ... 22 23 [24] 25 26 ... 81
346
DF Dwarf Mode Discussion / Re: Giant Earthworm thinks this is Sparta.
« on: September 08, 2011, 04:05:31 am »
Well, earthworms are basically harmless, according to the wiki, because they don't have any limbs, no teeth, claws, etc. Might take a while to kill 'em, though, on account of them being really huge. Bleeding out will probably take a while. Hope you've got some axedorfs.

And yes. You should have. Shame on you, not taking care of your dorfs >:( .

347
DF Dwarf Mode Discussion / Re: Giant Earthworm thinks this is Sparta.
« on: September 08, 2011, 03:56:52 am »
Looks like somebody else is gonna be the fort's best mechanic in...hmm...five seconds or so.

Also, from that height, it's gonna take your dorfs quite a while to get all that guy's pieces in a coffin. Station a squad somewhere near the impact area in case some other fun critters come along.

348
DF Gameplay Questions / Re: This game is delightful!
« on: September 08, 2011, 03:49:08 am »
Things from below can sneak, yeah. Gremlins, specifically. They're little mischief makers that like to pull levers in your fort, leading to much !!FUN!! if you have any levers related to magma traps or doomsday devices.

349
DF Gameplay Questions / Re: dwarves dont generate power?
« on: September 08, 2011, 03:27:33 am »
If all those parts are connected, it counts as one "thing" in game terms, I think. The dorf probably -is- generating power, but obviously not enough to power the whole contraption.

Build a windmill, bro. Or two windmills, if the wind is low.

350
DF Gameplay Questions / Re: dwarves dont generate power?
« on: September 08, 2011, 03:22:07 am »
Óh, wait. Is the pump connected to other pumps?

If there's not enough power to make the entire stack/mechanical contraption run, then no parts of it will function at all.


351
DF Gameplay Questions / Re: dwarves dont generate power?
« on: September 08, 2011, 03:12:00 am »
That's true, because a pumping dwarf only generates enough power to power the pump.

352
DF Gameplay Questions / Re: Animals and Meeting Halls
« on: September 08, 2011, 03:11:00 am »
The underground caverns aren't spoilers, y'know. In fact, you should encourage newbies to get down there as fast as possible!

*trollface.jpg*

353
DF Gameplay Questions / Re: dwarves dont generate power?
« on: September 08, 2011, 03:07:57 am »
One dwarf pumping can power one pump. I don't know how big your pumpstack is, but you'd probably be better off using windmills or water wheels to power the stack instead of dorfs.

354
DF Gameplay Questions / Re: Dropping a foundation into water.
« on: September 08, 2011, 02:09:21 am »
This is aboveground, am I right?

If it's a river/brook/stream, you could go Moses by building enough pumps (preferably hooked up to some windmills - don't go for water wheels, it'll be a logistical nightmare and the pumps will probably stop at some point) and damming the riverbed. If it's a lake, you're shit outta luck unless you have magma.

Using DFHack might be a solution. Or magma.

355
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 07, 2011, 10:54:31 am »
How do I make the game not pause and jump to the location of the miners whenever they cancel a digging operation due to wet stone?

Open the announcements.txt file in the init folder and look for [DIG_CANCEL_WARM:A_D:D_D:P:R]
[DIG_CANCEL_DAMP:A_D:D_D:P:R] and remove the :P:R from each one.  This will remove both the pause and recenter commands.
To clarify, the WARM relates to stone right next to magma while DAMP is to water, you probably know that but just stating  :). I underlined a small bit so it won't turn into a smiley.

Yeah I figured, bro ;D

Oh, another question. If you dig out a "plug" like this (O = Open Space, T = tile, S = support):

TTTTTTTTT
TTOOSOOTT
TTOTTTOTT
TTOTTTOTT
TTOTTTOTT
TTOOOOOTT
TTOOOOOTT
 
would the plug count as "attached" to a tile via the Support and not cave in?

I plan to hook the support up to a lever, mind.

356
DF Gameplay Questions / Re: The elusive lever...
« on: September 07, 2011, 10:46:01 am »
1. Build two levers.
2. Hook one to bridge, the other to the floodgate.
3. Oh yeah, build 'em near a spot where lots of dwarves idle so they'll be pulled on time.
4. Jesus Christ who needs a logic gate.

357
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 07, 2011, 09:25:46 am »
How do I make the game not pause and jump to the location of the miners whenever they cancel a digging operation due to wet stone?

Open the announcements.txt file in the init folder and look for [DIG_CANCEL_WARM:A_D:D_D:P:R]
[DIG_CANCEL_DAMP:A_D:D_D:P:R] and remove the :P:R from each one.  This will remove both the pause and recenter commands.

Thank you. That shit was driving me up a -wall-.

358
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 07, 2011, 08:38:21 am »
How do I make the game not pause and jump to the location of the miners whenever they cancel a digging operation due to wet stone?

359
DF Gameplay Questions / Re: Piles of clothing from sieges
« on: September 06, 2011, 03:13:06 pm »
1. Build drawbridge. Hook to lever.
2. Pull lever.
3. Dump items under bridge.
4. Pull lever again.
5. ???
6. No more garbage.

As for the first question, IDK. Do science. I wouldn't put it past Toady to make sure that soldiers bring some minimum amount of armour items, though.


360
From the top down? How the fuck am I gonna do that? That'll take a limp dick-tonne of scaffolding, that.

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