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Messages - Cellmonk

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316
Forum Games and Roleplaying / Re: Don't Die
« on: March 01, 2012, 08:22:01 pm »
Don't die, "Don't Die".

317
Post images! and make this a forum story! it sounds absolutely awesome!

and if you can upload the save, I'm sure some of us forum goers would love the epic challenge.

Thats a hard one. Do the zombies try to path to your fort when the gate's open? or do they just wander until they see a dwarf?

If they path, you could make a long tunnel with a drawbridge along its length, as well as one at the end to act as a door. connect both to levers. then dig an opening to the surface, run, and get a dwarf to repeatedly pull the atom smasher's lever.

Of they don't, you need to get a 3 wide tunnel to the edge of the map, closeable with drawbridges on both ends. If there are enough trees around to make the entrance inaccessible from other sides of the map, the merchants have a high likelihood of spawning at that edge of the map where you placed the entrance. somewhere along the 3 wide tunnel you can place a depot. They should get underground relatively quickly that way. Remember to keep the fortside bridge up until you know the tunnel/airlock is secure. If the merchants are overcome by the undead while they are underground, only a few undead will be in the anvil-full tunnel.

I'll think about it. the pathing thing is a major question. if they don't try to path to you, its way harder.

EDIT: I've thought a bit, and i have an idea.

the anvil is on the surface, right? if its above a bit of flat ground, you can dig directly under it with an up stair. from that up stair, the floor it is resting on can be destroyed. the anvil will drop away from zombie paws.

This only works perfectly if the zombies can't fly



318
DF Dwarf Mode Discussion / Re: Easier Tantrum Spirals
« on: March 01, 2012, 07:45:26 pm »
I don't think they throw parties in rooms that aren't designated as a meeting area, and don't throw parties in meeting areas from the i menu. So you could designate a room as a dining room without checking it as a meeting area, and then place a meeting area over it and not get any parties. my memory might be bad though.

319
Dwarfs drink salt water regardless ^_^

Not sick ones though. Not good for washing either :/

Plus they hate fresh water less than salty/stagnant :P

They will only drink salt water from a well, i believe. Idk about sick ones. can cause infection though. I don't think it gives a bad thought like muddy water does... ill try and find that post.

320
Nice! You took time to examine the important dwarves, I can see. Love the drawings! looking forward to your next update!  ;)


321
Make the elves angry, kill a bunch of them, then seal your dwarves off. Release the serpent man necromancer into the outside world to raise all the corpses. Every time the elves attack, watch them be killed by the ever-swelling army of their former comrades.

Same thing, but find a way to let the humans in safely.

322
I recommend draining the ocean, and constructing a long net (cage traps on floors placed above one another), as to catch every single creature that passes through. The cages would be collected by making the net isolated by a long row of floodgates/bridges on both sides.

323
Posting to watch. the concept is awesome  :)

324
Forum Games and Roleplaying / Re: Word association game
« on: March 01, 2012, 02:32:11 am »
Journalist

325
EDIT: The massive lava pump stack is overflowing, and i think the massive volume of magma continuously falling is the major cause of lag (besides fire). The outlet of the machine is blocked by a mysteriously formed block of obsidian, seeing that there is no access for a "bucket brigade" to get water in there, and i don't think 1/7 forms obsidian.
...ehh...yea...about that...I was attepmting to kill/move Ifeno by watering him/obsidian-encasing him... Didn't work...he was too...ghosty...I guess...
Feel free to remove it :P

Haha! no problem man. one could always argue that it was armok who cast the glob of water down in hopes of killing a ghost.

Seeing that it was placed in with a third party program, I don't think there's anything wrong with me removing it with dfhack. Even though that will cause all the lava to pour out above the base... you know what, never mind. I'm gonna keep trying to turn the thing off.

If anyone knows the dfhack command to force save (without exiting to menu) that would be helpful for the crashing until the machine is disabled. Even better if someone knows where an abort lever might be....

326
Forum Games and Roleplaying / Re: Word association game
« on: February 29, 2012, 11:58:07 pm »
Modern

327
Forum Games and Roleplaying / Re: Word association game
« on: February 29, 2012, 08:30:35 pm »
Doglizard

328
Forum Games and Roleplaying / Re: Word association game
« on: February 29, 2012, 08:12:56 pm »
me

329
I have no idea why it keeps on crashing at the same point. I always designate some means of getting to the lava machine in order to turn it off. the game crashes some time right before or after the builder gets there. there is are also dwarves that don't do anything, even with their labors enabled (though i might just not be noticing at 2 fps). is this version 31.25?

And might someone have made a lag machine (other than the malfunctioning lava fountain)?

EDIT: The massive lava pump stack is overflowing, and i think the massive volume of magma continuously falling is the major cause of lag (besides fire). The outlet of the machine is blocked by a mysteriously formed block of obsidian, seeing that there is no access for a "bucket brigade" to get water in there, and i don't think 1/7 forms obsidian.

330
Forum Games and Roleplaying / Re: Rate the avatar of the person above you!
« on: February 29, 2012, 06:50:51 pm »
7/10 :3 cats are evil :3

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