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Messages - Girlinhat

Pages: 1 ... 1114 1115 [1116] 1117 1118 ... 1133
16726
Anything that puts water on dorfs.  I'm working on a shower chamber, with floor grates and a vat of water that falls on the dwarves, washing the blood off them like some large delousing chamber.  Others use a small trench in front of the dining hall (or other area) with 2/7 water to cleanse their dirty masses.

16727
DF Modding / Re: metal axles
« on: January 27, 2011, 11:33:01 pm »
I think you can build them from Nether-cap to be magma safe, but don't quote me on that.  Nether-caps have a set temperature of 10,000, the temperature that water freezes, so they're theoretically magma safe, though I've never heard definitive proof.

16728
DF Dwarf Mode Discussion / Re: Store the damn soap, already
« on: January 27, 2011, 11:15:45 pm »
I've never done it by default, but you can set a specific stockpile for it by making a custom stockpile that takes "Bars, misc" or something like that.

16729
If you've got access to magma, goblinite makes a fantastic ore.

16730
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 10:43:25 pm »
Current idea is for 5x5 boxes, though I'm debating the validity of a cube design.  With 5x5x5, that other 5x5x4 will be ignored because the player cannot really look up multiple Z levels.  That might be good though, if the adventurer can detect lava coming down on them.

And if we're going for non-resettable traps, which would require a regen every playthrough, then cages with creatures in them may work, since I think those will survive an abandon.

16731
DF Dwarf Mode Discussion / Re: On the farming of Sea Serpents
« on: January 27, 2011, 10:37:07 pm »
It's about damn time!

16732
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 10:36:15 pm »
Supports disappearing would not be resettable, sadly, and thus would be single-use and not fit for my designs.

16733
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 10:31:24 pm »
Also, as long as we're fieldballing ideas, what are various non-one-tile traps?  Flooding chambers, magma chambers (sorta the same thing there), steam rooms, pitfalls...  In what all methods may an adventurer by killed that allows for automatic resetting (no cages or rock falls)

16734
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 10:29:44 pm »
I've not messed with adventure mode much, but I assume no.

I think I'm going to go with plain old Blue and Red types, which should add to the alien appearance of the cube.  Wandering through a slate and granite countryside and come across... something Blue.

Can an adventurer dismantle a building?  I could mod in some "display stands" that house objects, and allow the adventurer to dismantle them to get at the items within.

16735
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 10:25:30 pm »
I ignore your shoes, and cut up your leg in response!

16736
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 10:18:13 pm »
Lethal traps are rather cheap in adventure mode, since you can't avoid them.  So, a batch of serrated steel disks would shred anyone adventurer who entered.  That's why I'm in favor of the creative, or else underpowered traps like 10x training spears.

Also, what about colors?  I'm gonna cheat this, to make infinite free reactions and give my dorfs level 20 mining by default, with no caverns or magma, so that I can chisel out a massive gaping hole, and then reconstruct it from there.  As long as I'm cheating for free stone, do I want to use color-codings like "microcline" or should I go for more generic stone simply named "blue" so that anyone looking will see "A smooth blue wall"?  Likely to include special weapon materials, like a very light, flimsy metal for spear traps that won't immediately kill someone, or very soft stone for the stonefall traps (though I want to avoid using any trap that cannot be reset mechanically).

For that matter, what persists in adventure mode?  Can I use a magma pump stack and have it still operate in adventure mode?  Can an adventurer use levers?  Is there any way to place weapons or armor at specific locations for the adventurer to find, or are they strewn randomly at fortress abandon?

16737
DF Dwarf Mode Discussion / Re: Embark Size
« on: January 27, 2011, 10:11:30 pm »
I'll need a margin of error to allow entrance/exit to the cube as well.  I may use that extra 1x2 for the "fort" area, and force invaders to path through it.

16738
DF Dwarf Mode Discussion / Re: Oh great, a marriage... WAIT, WTF?!?!
« on: January 27, 2011, 10:08:37 pm »
Not according to Firefox either.  Dwarfs is a word though.  Fishes is also.

16739
DF Modding / Re: Game packaging
« on: January 27, 2011, 10:06:39 pm »
Since the game is free, the general assumption is that as long as you don't claim it's yours, it's ok.  Just credit creation to Toady and all is fine.

16740
DF Dwarf Mode Discussion / Re: Megaproject: Cube.
« on: January 27, 2011, 10:04:10 pm »
Are we talking about an Adventure-friendly cube?  Should I avoid explicitly lethal traps like weapon traps and stonefalls, in favor of more creative traps like lava falls and relocating doors?

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