Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - khearn

Pages: 1 ... 8 9 [10] 11 12 ... 118
136
DF Dwarf Mode Discussion / Re: Water purifying?
« on: February 18, 2016, 11:32:12 pm »
They'll all flood your living space because the water will come up through the well. If it will go up through the J-bend in your modified version, why wouldn't it come up through the well?

You need to eliminate the pressure. The best way is a diagonal passage.

Code: [Select]
Top View

#######
##...##
##...##
##...##
#####.#
#####X#
#######

# - Rock walls
. - open space
X - Vertical shaft/stairs where water comes down

By making the water go through the diagonal, it will lose pressure and not go back up the well.

137
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 18, 2016, 08:49:46 pm »
Just claim that you were having trouble seeing things after looking at the blurry screenshot. :)

138
Nice narrative. I'm enjoying your tale.

The construction will go much faster if you make a stockpile down there for your blocks.

139
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 18, 2016, 08:12:12 pm »
Que? What's all this about trolls playing a wookie impression at my expense? ;_;
That's what they do though. It's just sort of...happens.
But why are the rolls doing it to random_dragon, and not Vuohijumala? He's the one with a few pages of blurry ogres and trolls and beak dogs (oh my!).

140
DF Dwarf Mode Discussion / Re: Trading Masterworks
« on: February 18, 2016, 08:07:34 pm »
Maybe the trade caravan that bought the masterwork roast ran into one of the two dragons on its way to the mountain home.

141
DF Dwarf Mode Discussion / Re: Are you lazy?
« on: February 18, 2016, 08:00:32 pm »
Either that, or you're just too lazy to do them. :)

this forum needs a +1 system so we dont have to post something when we want to say we found something amusing
+1

142
DF Dwarf Mode Discussion / Re: Are you lazy?
« on: February 18, 2016, 02:10:04 pm »
Either that, or you're just too lazy to do them. :)

143
Dear Shim Bindeg, Millitia Commander,

 Your actions this afternoon in defense of the fortress were commendable. After a marksdwarf shot the approaching bobcat woman, you ran down from your patrol location on the wall and engaged in hand to hand combat, striking her repeatedly with your ≡pear wood shield≡. Even after she gave in to pain, you continued to beat on her with your shield. In fact, the log entries cover over 4 pages of you hitting her unconscious head with your shield. While your enthusiasm is commendable, the next time something like this happens, you might just want to think about using your ≡silver war hammer≡. You know, the one that was strapped to your upper body the entire time you were beating on that bobcat woman with your shield? It might help make things go a bit quicker.

  Sincerely,

     Your overseer.

144
Don't thank me, thank sv-esk and Splinterz. They're the ones who did all the work. I just gave some simple directions.

Simple, directions, which don't seem to be quite right for Windows, BTW. Now that I'm at home with my windows computer, I see that the filename is different than I thought. On windows you want the filename to be v0.42.06_graphics.ini, and it will be under <your DT directory>\share\memory_layouts\windows


145
DF Dwarf Mode Discussion / Re: The finer points of breeding giant hamsters
« on: February 17, 2016, 10:48:07 pm »
People in New Zealand give birth to adult sized children? I never knew that!

146
Well, I put the new linux layout into place, copied my .05 save to the .06 directory and started DF up, then started DT. Looks good so far, but it's not what you'd call an extensive test.

For those not experienced with adding new memory layouts, you need to find where your copy of DT stores it's data files. There will be a directory called "memory_layouts", and under it one called either "linux" or "windows"(or maybe "Windows" - I can't check right now). Go into there and create a file named "v042.06.ini" and open it with a text editor (Windows will probably complain that it's not a text file because it doesn't end in .txt. Windows is an idiot. )

Now cut and paste the contents from the appropriate spoiler in sv-esk's post and save the file. Now fire up DF 42.06 and then fire up DT, and it should work. Well, you'll need to get to a point in DF where you have some dwarves, like loading a saved game or getting to the pre-embark screen.

Thanks for the layouts, sv-esk, and thanks for the explanation of how they depend on dfhack, Splinterz. It's about what I thought, but it's nice to have it confirmed.

147
DF Dwarf Mode Discussion / Re: The finer points of breeding giant hamsters
« on: February 17, 2016, 09:24:32 pm »
It turns out that giant hamsters give birth to full size, fully grown adult young.

That has got to hurt!

148
I've found them to be pretty worthless against undead. All they do is cause bruising, which doesn't bother the undead very much. I guess after a few dozen bruises in the same location it will get pulped, but one or two axe hits and it's removed. The undead I've been encountering don't have limbs that come back to life on their own. Their necromancer bosses tend to head for the hills as soon as they uncloak and don't stick around to reanimate dismembered limbs. Maybe in an evil biome that has auto-regeneration it would be different. But your run of the mill reanimated corpses I see go down very nicely to an axe in the head, while a mace just fractures the skull (which has no effect on undead if it doesn't also tear the brain).

I can imagine maces would be decent against living foes that feel pain, like goblins and their companions. But hammers seem to do that job even better.

I have always recruited based in initial skill, too, but I'm seriously rethinking that now. Given that almost every melee type that migrates to my forts starts at just 3 in some weapon, and given that sparring works well enough to get skill up from 0 to 3 fairly quickly, I'm thinking of just retraining every migrant macedwarf into whatever other melee weapon I happen to be short of (not a height joke). It looks like level 3 is 1.8k XP, while 14 is 16.1k and level 15 is around 18k. So by the time he's approaching legendary, that extra 1.8k is about 1 level. Would I want a legendary+1 macedwarf when I could have a legendary axedwarf? The macedwarf would be really good at cracking ribs and making bruises, but the axedwarf would be nearly as good at sending heads flying.

My recent fort where my first two migrant soldiers were both macedwarves really made me realize just how poor they are. If I hadn't gotten an axedwarf just before the first undead attack, it would have been ugly. About all the macedwarves did was distract the undead and act as targets so the axedwarf could do the actual damage. Without the axedwarf, those two macedwarves would have just kept bruising the undead until dropping from exhaustion.

Dunno, I may just have a bad perception of them. That's why I asked, to see if others find them more valuable than I do. Maybe I just don't end up with the kind of fights where they shine? Or maybe I'm just noticing their useless hits and not noticing the useful ones because of my expectations?  I think I really do need to make a gamelog.txt parser to see if they really are as bad as I perceive. I just need to figure out how to tell "useful" hits from "useless" hits. Sometimes it's not clear until the target gives in to pain or bleeds out. And finally crushing the skull of an unconscious opponent after 30 hits certainly isn't as good as doing it on the first try. But how much worse is it? It's hard to quantify DF combat reports.

149
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 17, 2016, 08:51:11 pm »
Hmmm, ever since I finished setting up my magma smelters/forges, my dwarves haven't had much reason to go outside much lately. I decided I was getting tired of cancellation due to not having fruit for brewing (the stuff I buy from the caravans just doesn't last long enough), so I decided to take advantage of the cherry and persimmon trees growing just outside the front gate and set up a fruit gathering zone.

A bunch of herbalists ran out to start work, and I took a look at what was there:

Parsnip plants, parsnip leaves
Cherry leaves
Cherry flowers
Cherries
A pile of vomit


"Hey Urist, this batch of cherry wine takes a bit different..."
"Yeah, the cherries were marinated in, um, a secret ingredient."
'Well, whatever it was, it's better than the usual recipe."

150
DF Dwarf Mode Discussion / Re: The Miner Shuffle
« on: February 17, 2016, 08:36:05 pm »
Digging priorities seems like less hassle than burrows. if you set burrows you also need to include food, booze and bedrooms in each of the burrows. :-P

Pages: 1 ... 8 9 [10] 11 12 ... 118