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Messages - rhesusmacabre

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211
He did!
Quote
For his contributions to science and industry, Willis Carrier was awarded an honorary doctor of letters from Alfred (NY) University in 1942; was awarded the Frank P. Brown Medal in 1942; and was inducted posthumously in the National Inventors Hall of Fame (1985) and the Buffalo Science Museum Hall of Fame (2008).

212
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 02, 2012, 09:48:02 am »
Never leave home without a crowbar.


Are unmodified trucks zombie magnets, or am I being paranoid? There's barely an inch of it that isn't covered in blood right now. I think it may need a muffler.

213
DF Dwarf Mode Discussion / Re: Necromancer Madness!
« on: July 01, 2012, 02:27:18 am »
are necros trap avoid when ambushing?
No. I've caught them in cage traps, and I assume they'll trigger weapon traps too.

shouldn't they get revealed if they fall?
Stealth is only broken if a creature is spotted, caged or killed. It's possible for a hidden creature to get injured by a trap and leave a trail of blood but remain hidden.

214
DF Gameplay Questions / Re: Does DF have Tides?
« on: June 30, 2012, 03:09:34 am »
The ocean itself doesn't raise or lower in height, unless you drain it of course.

The main thing to be careful of is the waves. They can push creatures and items around causing disruption, and will deposit water into lower levels they can reach. If you build your fort on a higher level or wall off the sea, you'll be fine.

215
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 29, 2012, 03:22:46 pm »
The extra storage in vehicles has meant my character travelling lighter, but has resulted me hoarding a lot more stuff I really don't need.

The key is not getting too attached to stuff.

Yup. Due to an accident with the cruise control and my clumsiness, I recently drove my scratch-built bike loaded with supplies into a river in the middle of nowhere. Instead of going back to my base, however, I headed in a different direction and quickly found plenty of cool stuff (mutagen, mini-nuke) lying in the road. I soon found another bike and headed off to pastures new. And was blown up by a mine. Then drove into a wall. Hell of a day.

216
Ballistae are usually more hassle than they're worth. To answer your questions:

They are loaded and fired by civilian dwarves with the "siege engineering" job enabled. This means that, yes, they require access but also that they tend to run away when they see the enemy. This means they're best placed at a distance to counter this, or used by blind dwarves. As with any fort, it's up to you whether you want to expose it to the sky. Flying troops rarely present much of a threat.

Crucially, ballistae cannot fire across z-levels, rarely hit anything, and when they do don't do much damage.

Dry moats are simpler, and usually better. They prevent aquatic mounts (giant toads, cave crocodiles etc.) from getting across. If you prefer to have water, pumping it along a channel is the best way to move it from a source on the same level.

217
DF Gameplay Questions / Re: Any real reason to have a justice system?
« on: June 27, 2012, 10:40:03 am »
Aside from tantrum spirals, the main reason I have a justice system set up is for narrative purposes. It might not be good for the success of the fort, but it is good for the story of the fort.

218
DF Dwarf Mode Discussion / Re: Manager issue
« on: June 26, 2012, 03:08:06 am »
You can set lots of x30 jobs at once and they should all get assigned. I usually just set strand extraction on repeat.

219
DF Gameplay Questions / Re: Multiple Squads - Same Training area?
« on: June 22, 2012, 01:03:27 pm »
Yeah, they'll happily share a barracks, but they won't train or spar together. I've had squads training like this in some forts for decades, and haven't seen it.

220
DF Dwarf Mode Discussion / Re: Automatic dwarven 3D printer
« on: June 22, 2012, 12:58:08 pm »
No, a layer drop system wouldn't work. In a cave-in each tile is dropped individually, not the layer as a whole, so you would just end up with a mound rather than a statue:

 ###
       becomes      #     not      ###
  #                ###              #
 ###               ###             ###

221
DF General Discussion / Re: Beyond Quality
« on: June 18, 2012, 02:01:04 pm »
The Bay 12 main screen clearly indicates that all of their games are "Beyond Quality". And looking at that screen, who would argue? Not me!

222
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 18, 2012, 01:51:14 pm »
And I did not start making a tileset for Cataclysm just because it allows to show items more clearly. I just like making tilesets and I want more people to be able to understand and play this wonderful game (while I can easily play both in ASCII and in graphical mode, some people don't want to or cannot).
Yep, the more people willing to try Cataclysm, the better.


So, I've managed to scrounge together enough car parts (2 cars + 1 quad + oddsandends) for some sort of battlewagon. Is there anything crucial I need to know about layout? Do the wheels have to go in the corners, or the engine in a particular place or whatever?

Also, is there any way to recharge a welder without batteries? I'm fine for now, but a renewable method would be great.

223
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: June 17, 2012, 01:18:45 pm »
How do I know who has an animal assigned? I want all my archers to have exactly one war dog each. How do I recognize the dorfs who has already got one, so I don't give them two?

When you [v],[e] the dwarf, press [z],[r] to see their relationships. War beasts are classed as pets and will be listed here. This will probably include dead pets too, but they will have the "z: Zoom" greyed out.

224
DF General Discussion / Re: Future of the Fortress
« on: June 16, 2012, 03:31:43 am »
From the devlog:
Quote
Right now the new stuff just applies to what I've been working on, so that critters will generally feel terror when people are trying to kill them, unless they are oddly constituted, and in order to continue fighting they need to master their fear. Failure to master emotional states leads to forced actions like running away or attacking in rage, although running away can also occur as a rational action if the critter gets to that stage.

Will the player's character be affected by fear etc. and subject to forced actions, or will it be left to roleplaying?

225
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: June 15, 2012, 10:21:21 am »
Is it actually possible to refill a vehicle from a pump?  I spent like ten minutes properly aligning my car and it still says invalid direction when I try to pump.

It's certainly possible with a motorbike, but I haven't tried it with anything bigger.

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