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Messages - Haedrian

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361
DF Adventure Mode Discussion / Re: Most awesome thing you've thrown
« on: April 14, 2008, 01:47:00 pm »
One of those leather thongs the elves seem to carry with them :P

I also used to love to steal a weapon from my opponent's hands, and umm, give it back to him :P


362
Goth culture...

Even dwarf children have it...


363
DF Dwarf Mode Discussion / Re: Would this work? Animal Pen
« on: July 30, 2007, 03:58:00 pm »
quote:
Originally posted by stirpot:
<STRONG>Why do you even need the wall in the middle if the bottom door is for dwarves only?</STRONG>

So when a dwarf comes in and the door is open, animals wont exit it and end up running around.
-

I thought there was a bug with chains and animal reproduction...


364
DF Dwarf Mode Discussion / Would this work? Animal Pen
« on: July 30, 2007, 03:36:00 am »
code:
 
************
*          *
*          *
*          *
*          *
*****X******
*       BBB*
*       BBB*
*       BBB*
*****X******

* = Wall
X = Door
B = Butcher's shop


What this idea basically is, is an animal's pen, to stop having tons of animals running around the fortress. (Except pets, but you get the idea).

The main room (the one without the butcher's shop), gets the animals transported there using cages and levers to let them out. The animals spend all of their lives in that pen.

If i decide I want to butcher an animal, I strategicaly open the door (unlock), wait until the one I want gets in to the second room, then lock it again. The other door (leading to the fortress) is for dwarves only. The dwarf moves into the room, picks up the animal from in there, and butchers him/her it.

Did anyone ever try something like this? Would it work?


365
DF Dwarf Mode Discussion / Re: HOW TO STEAL FROM MERCHANTS!!!!
« on: July 29, 2007, 03:08:00 pm »
*sighs*

Look if you want to cheat so badly... just change variables...


366
DF Dwarf Mode Discussion / Re: CAGE MATCH! Place your bets!
« on: July 30, 2007, 04:41:00 pm »
quote:
Originally posted by Misterstone:
<STRONG>From the building menu you could just have someone unassign the prisoner or animal in the cage, but if it is a hostile creature it could very easily attack whoever does that.</STRONG>

If i remember correctly, dwarves will NEVER free a hostile creature without using a lever.

They're not THAT stupid


367
DF Dwarf Mode Discussion / Re: CAGE MATCH! Place your bets!
« on: July 29, 2007, 06:24:00 am »
Maximus Maximus Maximus (*chants*)

What about 'bear' baiting with wardogs?


368
DF Dwarf Mode Discussion / Re: Stupidest things your dwarves have done
« on: August 05, 2007, 06:51:00 am »
quote:
Originally posted by KrunkSplein:
<STRONG>Of course, that means I have several Cages of Holding with a half dozen cows, bulls, mules, horses, and anything else that isn't a cat or a war dog</STRONG>

Battery Farming...


369
I had a mother with a baby, who got killed during a chasm assault, her baby fell from her arms and ATTACKED the ratman (I think it was a ratman). The baby ended up very very injured, before he was saved by wardogs.

The baby stayed running around and falling unconcious, while the other dwarves of the fortress IGNORED him completely.

He survived long enough to become a child, after which he went crazy.


370
DF Dwarf Mode Discussion / Re: Annoyed at Easy Maps
« on: July 24, 2007, 03:45:00 pm »
Dwarves are a little bit too scared thats true.

I've seen a kobold theif enter the fortress and every single dwarf avoiding him, until he was kicked down by a horse (yeah..)

Everyone has also seen hunters go and attack a squadron of elephants...

I suggest there is an option in military control (Non Combatants) which will define whether

1) Attack 'harmless' wildlife (rhesus maque ect...)
(Attack/Ignore/Avoid)
2) Attack Dangerious wildlife (wolves ect...)
(Attack/Ignore/Avoid/Hunters Attack)
3) Attack Very Dangerious Wildlife (Undead, Elephants ect..)
(Attack/Ingore/Avoid/Hunters Attack)
4) Attack lone enemies (ie Kobold Theives)
(Attack/Ignore/Avoid/Armed units (fighters, woodcutters, carpenters, hunters) attack)
5) Run to Designated Point
(Makes all non combatants run to a certain area [for example if you're being sieged you wouldn't want people hanging around near the entrance or your brand spanking new flooding system)
-


371
DF Dwarf Mode Discussion / Re: Blegh, I can't believe this...
« on: July 22, 2007, 03:13:00 pm »
Options: [press 'o']

"Dwarves carry stone
Dwarves carry wood
Dwarves..."

if you turn them all off in case of emergancy, it might help  :)

No way to interrupt vermin eating as far as I know.. its labelled as a bug.


372
DF Dwarf Mode Discussion / Re: Blegh, I can't believe this...
« on: July 22, 2007, 01:47:00 pm »
Drink is needed to work at the right speed and to be happy.

If you don't have enough drink, they slow down the work, until you get barely anything done.

And hunting vermin DOESN'T always work. I've had nobles and spearmasters dying of hunger...


373
DF Dwarf Mode Discussion / Re: Blegh, I can't believe this...
« on: July 22, 2007, 01:41:00 pm »
Dwarves need both FOOD and DRINK.

However drink can be cooked at the kitchen to make meals (= food), however it will NOT reduce their craving for drink. Its a good way to expand the amount of food you get.


374
Sometimes dwarves get taken by 'moods'.

They then proceed to claim a workshop (depends on their highest trade skill) and try to collect the items they need.

if they succeed, they produce an artifact (Press L), and if not 'possessed', they gain enough skill points to shoot that skill up till legendary.

if they run out of time (no items found) they go mad, and end up killing themselves.

See "Strange Moods" in the wiki.

Added: http://www.dwarffortresswiki.net/index.php/Strange_Mood

There you go.

[ July 21, 2007: Message edited by: Haedrian ]


375
DF Dwarf Mode Discussion / Re: My intense hate of anything noble...
« on: July 22, 2007, 03:50:00 am »
quote:
Originally posted by ColonelTEE3:
<STRONG>Maybe im not looking at your picture correctly, but are you aware that those channels leading to those rooms -wont- flood those rooms? Sorry if i misread or misunderstood something.</STRONG>

As far as I can see, the room in the top left wouldn't get flooded (wall in the way) but the other rooms would flood correctly if ALL the floodgates were opened.

-

@ Mephisto : Multiple Triggers can be assigned to the same floodgate, put another lever outside and connect it to that floodgate, then when he's done drowinging himself, you can turn it off from the outside.

No fuss, no muss, no cleaning

[ July 22, 2007: Message edited by: Haedrian ]


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