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Messages - EveryZig

Pages: 1 ... 96 97 [98] 99 100 ... 117
1456
DF Dwarf Mode Discussion / Re: Animal-Powered Watchtower
« on: May 02, 2011, 09:49:01 pm »
FBs (and presumably other building destroyers) can't deconstruct through fortifications. I know this because I had a three tailed blob made of flame get stuck in my plumbing system, so I carved some fortifications to shoot it with. I had doors right next to the fortifications for when the water would return, but the doors were not damaged any. (And there was some time between me placing them there and the FB bing shot.) I think this also means that FBs made of flame (so probably flame HFS as well) CANNOT move through carved fortifications (when there is no water in them).

[edit:] I forget, can creatures see downwards through floor grates?

1457
DF Dwarf Mode Discussion / Re: Military filled with 100% hot air
« on: May 02, 2011, 03:18:42 pm »
With archers, I find you can train weapon skills fairly easily by having they shoot at stuff with wood/bone bolts a lot. You can get lots of those by using 10+ z level drops on your enemies (you can butcher pieces that have exploded off even if you couldn't butcher the whole corpse). if you don't have enough stuff to shoot at, you can release caged enemies in boxes made of fortifications.

1458
DF Dwarf Mode Discussion / Re: Military filled with 100% hot air
« on: May 02, 2011, 02:04:39 pm »
Do you still get stats from lvling skills? I thought the 'legendary bookkeeper' thing was taken out. (And if you do get stats from pumps, what stats?

1459
DF Dwarf Mode Discussion / Re: What exactly IS a fluffy wambler?
« on: May 02, 2011, 01:59:50 pm »
I've allways imagined them to be similar to the velet worm, but shorter and white.
That pic is so cute! (not being sarcastic.) Even though its name sounds like dirty joke.

1460
DF Dwarf Mode Discussion / Re: Left 4 Dwarf
« on: May 02, 2011, 01:26:39 pm »
I wonder, how do creatures suddenly become zombies and skeletons in evil areas? What causes them to suddenly turn dead?


No Urist, you ARE the demons.

And then Urist was a zombie.

1461
DF Dwarf Mode Discussion / Re: Left 4 Dwarf
« on: May 01, 2011, 08:00:58 pm »
I thought this thread would be about the coming update, which promises actual zombie apocalypse fun. Can't wait to see that...

1462
No. Spores are magic. Only way to stop spores is to kill the source with much magma.
Doesn't work. I once had a spore tree grow in my magma moat.

1463
DF Dwarf Mode Discussion / Re: The Horror of Birdsplosion
« on: May 01, 2011, 07:58:28 pm »
Would this work to keep the hen from dying?

 . = empty space above a long fall
# = wall
d = locked door
n = nest box
c = chain the hen is attached to

######
  d c n .#
######

1464
DF Dwarf Mode Discussion / Re: The Horror of Birdsplosion
« on: May 01, 2011, 03:57:02 pm »
However, if enemies do walk directly under the drop zone, the landed poult would act as a decoy and possibly lead the invaders into more traps.

1465
You could seal the well off with locked doors for when you are refilling the cistern.

1466
DF Dwarf Mode Discussion / Re: The Horror of Birdsplosion
« on: May 01, 2011, 09:52:32 am »
When corpses explode from falling, you can butcher the the pieces even if you could not butcher a whole body. That is how my dwarfs (without modding them) can have *Goblin tallow roasts*.

1467
I think making training weapons is generally not a good idea. They train fine with normal weapons, and if they train with the training weapons too long they might get attached to them.

1468
DF Dwarf Mode Discussion / Re: The Horror of Birdsplosion
« on: April 30, 2011, 03:51:45 pm »
This will happen. Only one question:
Does the male turkey need to have access to the hens and eggs for them to hatch, or does he just need to be on the map? I plan to make a 1-square pasture space on the nest box, assuming that will work, as well as tightly closing and forbidding the doors.
Fun will be had, One way or another.

Death count: 15 poults. 7 bleed-outs, 8 suffocations.
No need for the males being anywhere near. All creatures in DF reproduce by long distance spores (or magic).

1469
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 30, 2011, 03:21:52 pm »
Inspired by the story of battlefailed, I embarked on a terrifying desert next to a terrifying ocean. I had heard that undead were much weaker in recent versions, and have also seen that in the hands of skilled dwarfs a pickaxe is a very good weapon (slightly better than a battleaxe (at least against dwarfs)). I found out that being a proficient miner is not that useful if your dwarves lack any other combat skills. And that skeletal camels are still crazy tough.

1470
DF Dwarf Mode Discussion / Re: The Horror of Birdsplosion
« on: April 30, 2011, 03:13:56 pm »
You could have several layers falling into to the same shaft with the following design ( I think dodging happens with the same total frequency regardless of the number of available spaces to dodge to):

Each floor:

 . = empty space above a long fall
# = wall
d = locked door
n = nest box with poultry

#####
  d n .#
#####

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