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Messages - Greiger

Pages: 1 ... 569 570 [571] 572 573 ... 597
8551
DF Gameplay Questions / Re: Single, forbidden bolts everywhere
« on: February 21, 2008, 11:55:00 pm »
Wait don't you make 25 bolts out of one bar?

Does that mean when you melt 3 strays you can make 25 more?

P.S.If so thats a hell of an exploit...and with micromanagement and simple math you can make infinite steel.  Possibly infinite SEMI-HIDDEN FUN STUFF.

[ February 21, 2008: Message edited by: Greiger ]


8552
DF Gameplay Questions / Re: Single, forbidden bolts everywhere
« on: February 21, 2008, 12:51:00 pm »
You have to do it one at a time.

believe it or not it is a feature. This was done because marksdwarves would charge out the front gate to pick up a single bolt and get ripped apart.

They also do not restack yet.  If your marksdwarf or hunter grabs that single bolt he will consider himself fully armed and won't grab anymore until he fires it.

EDIT: Yea, what you said.

[ February 21, 2008: Message edited by: Greiger ]


8553
DF Gameplay Questions / Re: Fortress over 10 years old
« on: February 21, 2008, 12:40:00 pm »
Mountains often have flat areas inside of them (I don't know if they are plateaus or craters) linked to the outside world with a river.  Often theres a lake right where the river meets the flat area that prevents other civs from getting to you.  In my experience there typically excellent locations too if you can ignore the lack of contact.

Maybe in reality NOBODY (even dwarves) can get to you and the civ screen shows the dwarf civ because you have already encountered them(Your own dwarves are technically members)


8554
DF Gameplay Questions / Re: Several questions
« on: February 19, 2008, 10:43:00 am »
The file only exists if you did a map export of any kind.  You can do one from the legends screen or the Fortress mode export local map.  Once done it creates the file with the seed along with the map.

EDIT:Beaten.

[ February 19, 2008: Message edited by: Greiger ]


8555
I have a single set of 5 serrated disc traps (1 disc in each) in a checkerboard pattern and even that was more than enough to handle everything that came at me so far.

If you use companion and have combat messages on you can even see their attacks.  And if the unfortunate target stands on the tile for more than a few ticks the trap hits them again.  it's awesome.

code:
The spinning (-large, serrated Iron disc-)strikesThe goblin Bowman in the left upper leg!
It is mangled!
The spinning (-large, serrated Iron disc-)strikesThe goblin Bowman in the upper body!
It is badly gashed!
The spinning (-large, serrated Iron disc-)strikesThe goblin Bowman in the upper body!
It is mangled!
The goblin Bowman's left lung has been pierced!
The goblin Bowman's heart has been pierced!
The goblin Bowman's liver has been broken!
The spinning (-large, serrated Iron disc-)strikesThe goblin Bowman in the right lower leg!
The right lower leg flies off in a bloody arc!
The spinning (-large, serrated Iron disc-)strikesThe goblin Bowman in the left lower arm!
The left lower arm flies off in a bloody arc!
The spinning (-large, serrated Iron disc-)strikesThe goblin Bowman in the upper body!
It is cloven asunder!  


That was ONE TRAP with ONE DISC in the space of 2 seconds.

8556
DF Gameplay Questions / Re: Performance issues
« on: September 08, 2007, 02:30:00 pm »
Little off topic but I must thank BurnedToast for posting where to find vsync in the catalyst control center (I have omega but it's called the same thing as it is in CCC)

Ive been looking for that ever since I started playing.  I will sacrifice a virtual camel to your cause.


8557
DF Gameplay Questions / Re: Bitten By A Cave Spider?
« on: April 08, 2008, 08:11:00 pm »
I belive Toady once mentioned in the modding forum that the tag that causes cave spider bites works just when a person spends enough time in a tile also occupied by a spider.

Doesn't need to touch a web or anything just a random chance whenever sharing a tile.


8558
DF Gameplay Questions / Re: Rewalling with windows
« on: September 03, 2007, 05:35:00 pm »
I had created a lab room in my fortress to do just these kind of experiments.

I have discovered that glass does not block magma(or water) but it isn't destroyed by it either.  

Guess thats about all I have to say.  I kinda thought the unveiling of my lab would be more glorious. But I can't think of any new experiments. Oh well, come next version I'm sure there will be tons of things to try.

EDIT: it also blocks designation. now that the dwarves finally got around to building the archery target so I could find out.

[ September 03, 2007: Message edited by: Greiger ]


8559
DF Gameplay Questions / Re: Rooms
« on: August 30, 2007, 09:48:00 am »
for the sake of being helpful, heres the link to the map archive. http://mkv25.net/dfma/

8560
DF Gameplay Questions / Re: Kind of tired of my fort, what to do?
« on: April 05, 2008, 11:23:00 am »
I don't believe the HFS would activate without it actually being HFS, it is probably scripted(I never tried though).

If you have companion you could always zombyficate your entire military, give the zombies their own civ number then recruit all your legendary civilians into a unit and call them S.T.A.R.S.  That's my fortress destruction method of choice.


8561
DF Gameplay Questions / Re: Need advice on interior drawbridge pit
« on: December 31, 2007, 11:21:00 pm »
You forgot dropping half the mountain on them.

Oh no! I did a one-liner!


8562
DF Gameplay Questions / Re: Need advice on interior drawbridge pit
« on: December 31, 2007, 03:59:00 pm »
I vote 8 story drop with adamantine spikes on the bottom, with war dogs, tame elephants and gophers at the bottom, with a backup floodgate to water for if things go wrong and to top it all off, a collapsible roof above the pit just in case things go horribly wrong.

It's a little overkill sure, but why use a handgun to kill an ant when you can use an AK?


8563
DF Gameplay Questions / Re: Item / Material quality differences.
« on: December 31, 2007, 04:11:00 pm »
I recall Toady mentioning sometime before the 3D version coming out that the mechanisms effect the "weapon skill" traps have. He didn't give specifics though.

Probably the artifact ones are legendaries while the ☼, ≡, *, +, and -, ones are probably somewhere between Grand Master and Novice. Standard ones are probably dabbling.


8564
DF Gameplay Questions / Re: Some questions on defensive structures
« on: December 30, 2007, 01:25:00 pm »
I would think that as long as the water is 4 deep they can climb out. I had cave crocs, olmmen, giant olms and a giant toad climb out of a river to terrorize my defenseless fort once.  But those all have the amphibious tag so that may be different.

However without the amphibious tag I don't think they will intentionally path into the water.  I had a fort with some rather dangerous wildlife and they didn't seem interested in crossing the moat I dug, even though they had swims innate in their raws.

This is all just passive observation...I could be wrong.  When in doubt build a 10 z-level high wall with catapaults and archer slits with a magma moat. Must menace with spikes of 500 large serrated blade traps and vicious war dogs.


8565
DF Gameplay Questions / Re: Merchants and traps
« on: December 29, 2007, 04:01:00 pm »
Merchants are immune to standard traps.  Though if you anger them later when they siege you they will be immune to all traps their diplomat has seen.

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