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Messages - hamsterfury

Pages: [1] 2
1
DF Gameplay Questions / Re: Why won't my marksdwarves train...?
« on: February 20, 2012, 12:59:21 pm »
in 34.02, goblins are the NEW archery targets. Setup some cage traps at your entrance so when the occasional thief or snatcher comes in you get a gob-box. In the barracks for your marksdwarves setup a room with a wall of fortifications and setup the gob-boxes there. Attach levers to set em free and watch those archery points flow in. Extra points setting up a magma waterfall to clean it up afterwards ;)

2
DF Gameplay Questions / Re: Is the last version stable?
« on: February 20, 2012, 03:20:50 am »
Only two bugs I've really experienced that affect play. having 1 baby per two dwarves and archery ranges not working. Any really the children are good shields which solve both problems.

3
DF Gameplay Questions / Re: Lazy Crossbow Dwarves
« on: February 19, 2012, 06:34:45 pm »
I'm seeing the same issue. I've tried assigning a weapon rack for the squad without the training selected, with several archery targets set for squad training. I've had a few stand next to the targets with cancelled orders............ update most likely. I guess it's just spears for all!!!

4
DF Dwarf Mode Discussion / Re: Notes from a Necromancer's tower *spoilers*
« on: December 20, 2010, 07:48:50 pm »
Wanted to post some follow up here. I created a tombstone for the ghost from the previous embark and he was successfully "honored" but the douche keeps hanging out. Note to all, dont reclaim a site that has ghosts or they're permanent!!

5
DF Dwarf Mode Discussion / Re: Notes from a Necromancer's tower *spoilers*
« on: December 18, 2010, 05:16:32 pm »
Not sure if anyone has run into this yet..... I embarked on a site and lost a mason due to an untimely accident (building a bridge directly under a water was tricky) and abandoned the site. Then, I reclaimed and found the mason has come back as a ghost, but I can't engrave a slab for him, I assume because he wasn't on this embark. Maybe a bug?

6
DF Adventure Mode Discussion / Re: Finding my fortress
« on: December 03, 2010, 03:47:20 pm »
Yeah, just try to start another fortress and use reclaim mode. It will take you (on the map) to your old fortress. If you are mide game, just copy your save folder and stop you game on the copy, then reclaim.

7
DF Dwarf Mode Discussion / Re: F-ing Military
« on: April 04, 2010, 03:05:05 am »
Ok, been struggling with this for a while. The BEST information in the wiki is to set two overlapping barracks and assign the squad to each one. This got my dwarves to be active again, yay!

8
DF General Discussion / Re: Dwarf Fortress Talk #3: Topic Vote
« on: September 10, 2009, 03:18:34 am »
Worldgen I say!

9
Maybe they aren't at war with the dwarf civ. Seems like there's been a chance of certain civs not being at war, hit "c" and select the goblins, then hit tab and see if they're exporting the good 'ol gobby terror to you.

10
DF Modding / Flying in Adventure Mode!
« on: December 06, 2008, 04:05:24 pm »
So deciding to spice up adventure mode a bit I wanted to make a Birdman race to replace the humans. All went well as far as body parts. Wings, beak and talons all got in there. Some code below, but my issue is that in adventure mode I can only seem to fly around in the city and no where else. In the wilderness, no dice. I think it may be some limitation in adventure mode :(

Spoiler (click to show/hide)

Here's the entity -

Spoiler (click to show/hide)


11
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: October 22, 2008, 12:37:42 pm »
I was playing a fortress with a lava tube on the surface, attempting to do a lot of mining groundwork before actually building underground. At the time all my food stockpiles and workshops were outside. After the occasional imp attack, the grass caught fire and swept through the entire map. Sadly dwarves cannot live on ash and I had to abandon, but the fire effect was something I'd never seen.

12
DF Dwarf Mode Discussion / Re: Floor hatches in traps
« on: November 03, 2007, 01:04:00 am »
Tried messing around with spikes, what better thing to see when hurling down from a trap door? Only one space down, the naive dwarves i tested it on didn't take a scratch. Tried 5 spikes a tile, i recommend just sitting a carpenter's arse in his little workshop for a while....

13
DF Dwarf Mode Discussion / Metalman race suggestions
« on: September 20, 2007, 12:30:00 am »
After reading about custom races, I wanted to have some fun before the next release. I tried this code and created a new world, but everyone drops to the ground when the world creates. Don't understand a lot about the code, but its made from pieces of the dwarf race from the entity_default.txt and the elementman_iron from the creature_subterranean.txt. When wrestling, they have no commands yet still have body parts. Anyone more experienced out there?

entity_default

[ENTITY:WHAT]
   [FOREST_SETTLEMENTS]
   [INDIV_CONTROLLABLE]
   [CREATURE:Machineman]
   [TRANSLATION :DWARF]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_CROSSBOW]
   [AMMO:ITEM_AMMO_BOLTS]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_COAT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
   [ARMOR:ITEM_ARMOR_VEST:COMMON]
   [ARMOR:ITEM_ARMOR_DRESS:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [GLOVES:ITEM_GLOVES_MITTENS:COMMON]
   [SHOES:ITEM_SHOES_SHOES:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
   [PANTS:ITEM_PANTS_PANTS:COMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [TOY:ITEM_TOY_HAMMER]
   [TOY:ITEM_TOY_AXE]
   [TOY:ITEM_TOY_MINIFORGE]
   [INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
   [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
   [SELECT_SYMBOL:ALL:PRIMITIVE]
   [SELECT_SYMBOL:ALL:VIOLENT]
   [SELECT_SYMBOL:ALL:WILD]
   [SELECT_SYMBOL:ALL:NEGATOR]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:PEACE]
   [CULL_SYMBOL:ALL:GOOD]

creature_standard

[CREATURE:Machineman]
   [NAME:machineman:machinemen:machineman]
   [TILE:'M'][COLOR:6:0:0]
   [MODVALUE:3]
   [GENPOWER:3]
   [PREFSTRING:long memories]
   [INTELLIGENT]
   [CANOPENDOORS]
   [NOT_BUTCHERABLE]
   [NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEXERT][NOMEAT]
      [NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [SIZE:10]
   [MAXAGE:50:70]
   [ATTACK:MAIN:BYTYPE:GRASP :punch :punches:1:10:BLUDGEON][ATTACKFLAG_WITH]   
   [CHILD:10][CHILDNAME:machineboy:machineboys]
   [EQUIPS]
   [DIURNAL]
   [SPEECH:elf.txt]

Maybe been playing too much Rifts lately.....


14
DF Gameplay Questions / Re: Pitting Megabeasts
« on: April 22, 2008, 01:41:00 am »
I had the big guy show up with a fortress on untamed wilds and he completely slaughtered my town too. Master (insert weapon)dwarves were being tossed like bougars into walls and/or struck down. Reloaded   ;) and built an empty shaft in the main walkway about oh..... 8 stories down into wooden spikes. Made it two width just to get the hatches covered and levelered(not a word). Needless to say, had a sweet statue in the main walkway in the end.

15
I don't know how your workshops are setup. I usually have several rooms each with either the same or similar workshops with one doorway for exiting. Make the doorway 2 tiles deep, so there is at least one space where a dwarf HAS to walk over. Then.... cage trap that spot. Still works in the most recent version, and takes out any dwarf. Works well if a legendary dwarf goes crazy. Then instead of having him killed, you can make a zoo where the helpless psychos can stir and have peanuts thrown at them.

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