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 - acetech09

Pages: 1 ... 113 114 [115] 116 117 ... 155
1711
DF Dwarf Mode Discussion / Re: No more rock nuts?!
« on: December 05, 2011, 06:35:29 pm »
Frankly, all I care about what the elves bring me are the grizzly bears. They're fine additions to the military, and are great for training wrestlers.

I think you mean to post in this one

1712
DF Dwarf Mode Discussion / Re: Crop Rotation, off-season
« on: December 05, 2011, 06:33:46 pm »
I agree with Fishbulb - I think they stay. I think the season selection is for planting, but they can grow any time. I modded in a plant that took a year to grow, and although I could only plant them in spring, they grew fine until harvesting the next winter.

1713
DF Dwarf Mode Discussion / Re: No more rock nuts?!
« on: December 05, 2011, 03:49:45 pm »
You can't use the kitchen menu for paste like you can other foods?

1714
elves, very importantly, may sometimes bring sunberries. sunberries are from Good biomes, and make the best possible alcohol.

Does this bug not apply to civs in worldgen? I've had plenty of good region elves never bring me good plants.

1715
DF Dwarf Mode Discussion / Re: Christmas is coming...
« on: December 05, 2011, 11:05:38 am »
I posted nearly the same idea in an older thread, and was going to preform that in about a week*, with a few additions:

-Build the fortress out of olivine, cinnabar, bauxite, and garnierite.

-Buy raw resources off of the caravans, and offer craptons of goods to them and see how big the caravans will get.

-Make reindeer trainable. War Reindeer!


Granted, I'm not christian myself, and don't mean to promote christianity over other religions... if you really want you could use chalk and cobaltite for your buildings instead... or orthoclase and cinnabar...


* I would start it now but there were some new items released in eve online that I'm still busy capitalizing on trade from... turning 200% profit margins with nearly no effort. Once the prices stabilize on them, I'm gonna start a DF fort again.

1717
DF Dwarf Mode Discussion / Re: Wooden weapons and armour.
« on: December 04, 2011, 08:33:43 am »
They burn...

1718
General Discussion / Re: Bay12's Desktops
« on: December 04, 2011, 06:10:45 am »
I'm on a mac, I use spotlight to launch everything. I still have my dock with most commonly used stuff but I never really use it:

Spoiler: 1280x800 (click to show/hide)

Even by my standards this is ungodly messy, I'm going to clean it out soon.

1719
Perhaps noble's manors can have walls around them. When a siege/ambush is spotted you have to get as many civilians inside the castle as possible. And no farms inside the castle so sieges actually work.

1720
On my workstation (freelance graphic designer, animator, industrial designer, computer engineering...), when tuned for DF (shutdown the cores on a i7 to only two, then can overclock it a lot due to two cores generating heat instead of six), I can push 90 FPS on a 350 dwarf fort. I can't really give you a lowest tolerable number since dwarf/profession management gets intolerable a lot faster than FPS does.

On my i7 macbook pro my forts start crawling to 15-25 around 170-180-ish range. so I keep my laptop's install init at 150 dwarves.

1721
DF Adventure Mode Discussion / Re: Disease Resistance?
« on: November 30, 2011, 08:00:37 pm »
Would starting out with Superior Disease Resistance make an adventurer reliably resistant to Megabeast and/or clown symptoms/poison/gas?

I think that Disease Resistance gives you a better chance of surviving infection, not syndromes... could test it out though with some !!SCIENCE!!

1722
DF Adventure Mode Discussion / Re: Wound healing
« on: November 30, 2011, 07:58:59 pm »
I don't like scars. For a seasoned adventurer, they scream "I'm almost good enough to not get hurt, but just not there."

To the OP: I had one adventurer that, after clearing about 5 camps of bandits, got slashed in the leg and tore a motor nerve. That's the only non-bruise injury I ever got, and proceeded to kill 7 hydras, 3 dragons, 2 titans, and countless bandits while walking my favorite crutch: An oak crutch, menacing with spikes of platinum and encrusted in black diamond. cost me a fortune but I had 10 fortunes worth of stuff in that world. After every few quests I'd drop off my extra money in a lair about 2 tiles from the capital of the only human civ.


ANd we cant use a suturer a diagnoser and all those thing that we use in hospital in fortress mode?

no.

1723
DF Adventure Mode Discussion / Re: Adreudon, "The Past Domain"
« on: November 30, 2011, 07:52:51 pm »
You lobbeth thou holy hand grenade of antioch at the demon hare, breaking the skeletal system and severing the head. The severed part sails off in an arc!

1724
DF Adventure Mode Discussion / Re: Candy Spiral in Adventure Mode
« on: November 30, 2011, 07:50:00 pm »
Bugged saves still show their geography in adventure mode - sometimes you'll spawn in places made of candy being dumped on lava...

1725
Long-Term vital organ necrosis from blood. I normally airlock & wash my soldiers after every fight, but this one snuck up through a diagonal z-level passage I didn't see - didn't kill a single dwarf but overflowed my hospital with patients...

until a while later when dwarves started having their livers eaten out.

Pages: 1 ... 113 114 [115] 116 117 ... 155