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Messages - Tevish Szat

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646
DF Dwarf Mode Discussion / Re: Building a !!well!! was a terrible idea.
« on: September 27, 2011, 05:16:24 pm »
You could build a dwarven bathtub in such a manner that dwarves have to stand in it to use the well or path through it to get there.  Not sure that would prevent re-contamination, but it's worth a shot if the magma proves too hard to engineer.

647
DF Dwarf Mode Discussion / Re: forbidden cheese
« on: September 27, 2011, 04:41:10 pm »
Maybe I'm just jaded, but a giant, magma-ejaculating gold phallus just seems like something the ancient Greeks would do if they had access to DF.  In fact, there would probably be one outside every fortress for good luck.

648
DF Dwarf Mode Discussion / Re: Something just happened...
« on: September 27, 2011, 04:17:59 pm »
Are there any mods at play here, or did a lower body "body part" get [invisible verb] in vanilla?

649
DF Dwarf Mode Discussion / Re: forbidden cheese
« on: September 27, 2011, 04:00:09 pm »
hm.... yeah, deactivating soldiers could indeed cause it, regardless of normal sleeping arrangements.  I've yet to see food-based miasma, but all bedrooms in my fort have a chest and cabinet, and I've yet to find soldiers disrobing -- whatever I did with uniforms must be working well enough.

Maybe I just don't have any backpacks?

I should inspect the coffers belonging to military dwarves for leftovers...

650
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: September 27, 2011, 03:19:52 pm »
Artifacts can't be destroyed, and gold isn't flammable (so no ‼Artifact Anvil‼), so you should be able to use it in a magma forge just fine.  Said magma forge should be the centerpiece of the temple described above.

651
DF Gameplay Questions / Re: Urist begins to stalk and brood...
« on: September 27, 2011, 02:52:16 pm »
the only thing better would be somehow using a fell mood and the burrow version of the planepacked glitch to turn all useless idlers into a single awe-and-terror inspiring artifact.

652
DF Dwarf Mode Discussion / Re: forbidden cheese
« on: September 27, 2011, 02:48:05 pm »
Of course, you are correct.  How silly of me.  Dining arrangements are the second easiest.

653
DF Dwarf Mode Discussion / Re: forbidden cheese
« on: September 27, 2011, 02:38:02 pm »
The easiest cure for bedroom miasma is probably a kickass dining room with tables and chairs, and bedrooms with neither table nor chair.

654
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: September 27, 2011, 01:15:29 pm »
Because of Dwarf Fortress... this conversation, slightly paraphrased, happened the other day

"The solution is obviously magma."
"We don't have any magma."
"You mean we just need to dig for it?"
"You can't dig to magma."
"What, no pick?  We have to make a copper pick first?
"You can't make a copper pick.  We don't have copper, or a forge, and you don't know how."
"What kind of lousy embark is this?!"

(Entirely in good humor, seeing as I was positing magma as the solution for scheduling mishaps.)

655
DF Suggestions / Re: Entertainers
« on: September 27, 2011, 12:49:21 pm »
Okay, I searched the dev page, and forgot to do the forums.

I feel properly idiotic now  :-[

656
DF Dwarf Mode Discussion / Re: Fucking Nagnods, how do they work?
« on: September 27, 2011, 12:30:56 pm »
not sure about your main question (I don't know if FBs actually home in on your fort, or wander like wild animals, I seal the caverns like the paranoid I am.), but the best you can do to get a dwarf-arm sword is symbolic: move the arm to a certain spot (use dumping), apply magma and water to create obsidian on it, then mine the obsidian out and use the boulder for an obsidian short sword (burrows help).  A limb might eventually decay to bone (I think it depends on if the hand is attached), but you can't make bone melee weapons in vanilla (though, if you do get dwarf bone, it should be usable for "decorate with bone")

657
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 27, 2011, 12:08:00 pm »
While digging an access shaft to discovered Adamantine in the magma sea, we ended up cutting across upper levels of the vein!  This is an unexpected boon, but we weren't supposed to mine anything out until his Majesty arrives.  One miner claimed that our digging designation crossing the vein wasn't worth noting because we'd already 'struck' that same vein, while another said he couldn't tell the difference between the Adamantine and the Microcline surrounding it.  Idiots.  Well, the damage has been done, so I've ordered it extracted, and smelted -- hopefully one of our forge boys will get the bright idea to make something nice for our liege before he arrives, and it'll cheer him up.

The access shaft to the other vein went without incident: it doesn't appear to extend as high as our magma industries, like the first one did.

658
DF Dwarf Mode Discussion / Re: You'll never guess what just happened.
« on: September 27, 2011, 11:53:51 am »
I'm certain you can make a custom reaction to take any wooden object and make charcoal.  Or, for that matter, specify "any wooden weapons" or "any wooden armor" but then you might burn your own training spears if they're laying about.  "Any wooden furniture" would let you burn tables, chairs, beds, barrels, and bins as well, because things like bins, barrels, and buckets are technically furniture.
It would be nice if you could mark wooden objects for burning like you mark metal ones for melting...

I have enough trouble with goblin ranged siegers, though I suppose that if I knew elves would coming, I would build my surface defenses to minimize shooting gallery type straightaways, in favor of a maze of twisty high walls -- or at least something that becomes that with the change in status of a few key bridges blocking the straight paths.  I'm shuddering at the dwarfpower required to build so much though.  Jobs will cancel, masons will be perforated.

659
DF Dwarf Mode Discussion / Re: Strangest 'siege' I've seen
« on: September 27, 2011, 11:08:52 am »
I've never had goblins show on mounts, but neither have I seen sieges (not ambushes, seiges) as small as 16-20 goblins (even my ambushes would be hard pressed to have that few).  In my experience, they've come in "50+" with between 5 and 20 trolls.  and PLENTY of ranged attackers -- always the ranged attackers, every siege or ambush has a squad at least.  I've come to wait until they spend some of those arrows on trying to shoot down cats, because even full iron (I've had trouble with flux) kits with shields will let a bolt or two through when there are on the order of a hundred coming down range.  "Fighting in the shade" is NOT recommended.

660
DF Dwarf Mode Discussion / Re: How to learn ASCII graphics quickly?
« on: September 27, 2011, 10:55:48 am »
I'd frankly just play with it for a while.  There are no real tricks needed to learn to read ASCII, especially not the "High ASCII" (CP347) graphics, with both foreground and background colors, used by Dwarf Fortress as opposed to the standard ASCII used by, say, Nethack (which I play with the standard tileset: no confusing one h for another).

You may or may not lose an early fort due to misplay, but by the time you do, the ASCII will create as much a picture for you as the graphic packs.  I've never used a graphics pack, but from looking at graphics pack screenshots, the ASCII is actually a lot... cleaner.  even with Varied Ground Tiles and no flow amounts.  When reading succession forts, I get more information at a glance from ASCII shots, especially about which dwarf is which. and look more immediately distinct for me than most ways a tileset differentiates "mechanic" from "mason" for instance.  You may think this is natural, as I've used only the ASCII and not any of the common graphics packs, but the goal of a graphics pack is to make the screen more readable than ASCII at all times.  I don't... I don't particularly know if its possible, frankly, especially now that procedurally generated creatures like FBs and Titans are just going to make graphics packs throw up their hands and display ? or the normal tile rather than trying to figure out how to render every possible gigantic blob composed of slade with wings of stretched skin, one-eyed mandible-bearing therapod with pink feathers, and monarch butterfly twisted into humanoid form on the fly.

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