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Messages - Xen0n

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226
DF Dwarf Mode Discussion / Re: forbidden cheese
« on: September 27, 2011, 03:53:59 pm »
  It's jewelry... <.<

I can see this defense being attempted in court after girlinhat completes that medieval style suit of armour + sword and goes on a tantrum at the badger exhibit in the local zoo.

"I saved ALL OF YOU!"

"...with my jewelry... <.<"

227
DF Dwarf Mode Discussion / Re: forbidden cheese
« on: September 27, 2011, 03:47:46 pm »
If they desire to sleep in filth, let them.  I am busy overseeing the importing and construction of a solid gold block phallus on my front lawn.  I cannot be bothered to clean their bedrooms like some mother of 5 year olds.  The phallus will do that.  Once it's been fitted with a magma ejaculator.  It'll all be clean then...

...

Does she terrify anyone else?

Every night I make sure to power off my laptop, close the lid, face it away from room, and armour myself in blankets for fear of the most recent Cave Johnson girlinhat post. 

zzZZzzZ

...no.... nooo..... phallus........ zzzZZZZzzzz.....NOOOOO NOT THE PONIES.....badgers... zzZzzZzzzzZZZ

228
DF Dwarf Mode Discussion / Re: Civ Dwarves Fighting Back
« on: September 27, 2011, 03:41:22 pm »
If we can figure out how to reliably reproduce this...
I'm already envisioning fortress layouts that include stockpiles of large serrated discs just strewn haphazardly all around entranceways and outdoor areas...

229
DF Dwarf Mode Discussion / Re: My little Necro: Friendship is Magma
« on: September 27, 2011, 03:31:07 pm »
What the artifact description doesn't mention is the mysterious disappearance of a pony coincidentally also named Sparkleleaf days before the artifact's construction.

230
DF Gameplay Questions / Re: Good Noble Multi-Classing?
« on: September 27, 2011, 02:54:42 pm »
~~snip~~
Soldiers of all ranks are good candidates for masons, mechanics, wood cutters, etc. Any job where you want a bunch around, but skill doesn't matter too much for most of them. Just make sure you have a full-timer also doing the job. For example, have a primary mason and set the mason's shop to only allow novice or better. So the hoard of unskilled masons can crank out construction work en-mass, while the skilled guy is back at the shop making masterwork doors. Since soldiers are typically scheduled to be soldiering most of the time, and off duty some of the time, having a few more or less of them is no problem if they're doing unskilled labor. Or you can just give them no jobs and let them do hauling when they're off duty.

That's a good point about skills for soldiers.  Recently I've tended to leave my militia more free time since they could use the extra combat drills, and have all the hauling hordes with the dabbling mason labour, then set the mason's workshops up like you.  Really makes those bigs constructions fly by.


231
DF Gameplay Questions / Re: Good Noble Multi-Classing?
« on: September 27, 2011, 10:36:59 am »
Thanks for the burrow trick, haven't thought of that..

Ditto for getting your baron/count/duke to stay in his office when liaisons/diplomats come for meetings  ;D

232
DF Dwarf Mode Discussion / Re: How to learn ASCII graphics quickly?
« on: September 27, 2011, 08:47:45 am »
Loo'k'ing is your friend.  You can also keep this page open in your browser to swap to mid-game.

233
DF Dwarf Mode Discussion / Re: Accursed badgers
« on: September 27, 2011, 08:16:06 am »
Yeah, have you ever even been to Internet?

My most recent emabark is in an Untamed Wilds Embark, and it seems the only wildlife on the surface is schools of badgers and pods of badger-people.  I swear I saw a giant badger at one point, but I can't be sure if my eyes were playing tricks on me.  At any rate, 5 years in they seem content to just harass the odd hauler, then become 'no longer enraged,' but I'm slowly growing more and more paranoid that they will eventually strike...

234
DF Gameplay Questions / Re: Gapped Teeth and Funny Ears?
« on: September 27, 2011, 08:03:05 am »
Not really sure; someone on the modding board would be more likely to know, though.

235
DF Gameplay Questions / Re: Good Noble Multi-Classing?
« on: September 27, 2011, 07:59:01 am »
I always make the Bookkeeper, Broker, and Manager the same dwarf, and it's always worked reasonably well.
I do the same. The broker is usually too busy to trade though. Not that it really matters as most caravans get slaughtered by goblins anyway.

I always use the 'burrow over the trade depot' trick and add the broker to it whenever a caravan shows up.  Then you just want one with a strong work ethic personality trait so they aren't always on break/drinking during trade time (like my last fort, with Urist Diskon, the Broken Broker...)

For Bookkeeper, it seems like it doesn't really matter who you give it to, since they spend like 1 day a season doing it once it's set up, so their stats don't even seem to affect it much.  My current bookkeeper / manager has his organiser and record keeping skills at "V. rusty" and "rusty," so that must be an indication of how little time they need to spend doing those tasks, if it's not even enough to prevent rust. (Bookkeeping set to highest accuracy, tons of orders through manager)

236
DF Gameplay Questions / Re: Urist McMechanic was bitten by a cave spider!
« on: September 27, 2011, 07:51:29 am »
Try renaming his profession.

237
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: September 26, 2011, 09:50:40 pm »
A turtle bone cage!  It's been a while, so I forget the details, but I put it where everydwarf could see it.  I filled it with 200 cats and a (tame turtle).  Turtleception?

Spoiler (click to show/hide)

YES




238
DF Dwarf Mode Discussion / Re: How do you dispose of your trash?
« on: September 26, 2011, 08:13:31 pm »
Also, make sure you're lowering the bridge.  Raising a drawbridge will only smash items along the 1-tile wide 'spine' of the bridge (the side that becomes a wall when raised,) and only if there is a wall,door, etc. next to it.

239
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: September 26, 2011, 07:53:52 pm »
If I enter Adventure Mode and painstakingly remove every piece of garbage lying around an old fortress, and discard it off in the wilderness, will the site be clean when I go to reclaim it?

Yes, that should work.  Though if you don't mind cheating a bit, it's probably much faster to go in fortress mode with a quick embark, and use DFHack.  You can mark everything for dumping (either with mass dumping, d-b-d, or through the z-stocks screen) and use DFHAck's autodestroy function (a 'suboption' of the autodump tool.)  DFHack also has a tool called dflair which will cause items in a particular fortress to not be scattered upon abandon/reclaim.

Eureka! I did not know this existed. I wonder, will it work with version 31.18..?

Anything that preserves FPS is not cheating. :P

Yes, anything that makes the game run faster is fair game for me  :D
I don't know if the current DFHack would work with 31.18 or not, but there's this thread with the legacy version which may have a link to the version used at that time.  You could probably also find an older version of Lazy Newb Pack, since that came packaged with DFHack I believe.  At any rate, check at one of the DFHack threads to be sure, I suppose.

240
DF Dwarf Mode Discussion / Re: I've had it with pumps
« on: September 26, 2011, 06:13:26 pm »
I suspect it would be virtually identical to how axles work, but with some extra limitations.  Really, thinking about it, the only -real- need is for a tile to block motion in 4 directions but allow motion in 2 (including N,S,E,W,Up,Down).  If a tile could selectively restrict movement, then pipes would become easy!

(100x10 = 1,000 Urists Power, ~80 windmills including power train.  3x3 windmills = 240x240 area, or a 6x6 embark 1/4 of an entire map region.)

Shouldn't be too hard, since don't fortifications already allow motion in 4 directions, but block fluid flow in Up/Down?

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