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Messages - Vengeful Donut

Pages: 1 ... 7 8 [9] 10 11 ... 17
121
DF Dwarf Mode Discussion / Re: What pays dwarves?
« on: August 31, 2007, 08:38:00 pm »
There already are varying prices. It sends you messages when nobles change the prices around. There's just a limit on how drastically prices are allowed to vary - i think its 50% to 200%

122
DF Dwarf Mode Discussion / Re: How can you have
« on: March 31, 2008, 11:43:00 am »
When it comes to random song lyrics, Richard Cheese is never a wrong guess.

123
DF Dwarf Mode Discussion / Re: SPOILER - Unusual Artifact
« on: December 07, 2007, 06:38:00 pm »
Sounds like your planter had a very strange mood. Fell and terrible. I bet he wasn't too happy with his life.

124
DF Dwarf Mode Discussion / Re: A solution to having too much stone?
« on: December 07, 2007, 06:16:00 pm »
Alternatively, you can leave the stone where it is (dwarves dont believe in the idea of "too much" stone).
Bins and barrels in stockpiles can be placed even if the tile is occupied by something else, so the stone wont interfere.
The only thing you could run into problems with is furniture.

[ December 07, 2007: Message edited by: Vengeful Donut ]


125
DF Dwarf Mode Discussion / Re: Some questions
« on: December 07, 2007, 06:21:00 pm »
4) any.
5) yes. no such thing as torque.

126
DF Dwarf Mode Discussion / Re: Iron is magma-safe!
« on: December 07, 2007, 06:28:00 pm »
I had bars made of ashes hold up in magma.

127
DF Dwarf Mode Discussion / Re: I'm creating a "Venice in the Mountain".
« on: December 10, 2007, 01:35:00 am »
PS - green glass window and green glass wall refer to two different things.

128
DF Dwarf Mode Discussion / Re: Bridge Fling
« on: December 07, 2007, 06:23:00 pm »
quote:
Originally posted by RustedAxe:
<STRONG>

this is true for the new version?</STRONG>



I have been told it's confirmed false. Could stand testing.

129
DF Dwarf Mode Discussion / Re: Bridge Fling
« on: December 06, 2007, 06:33:00 pm »
quote:
Originally posted by PTTG??:
<STRONG>There is a slight bug; in order to get bridges to fling properly, there must be a prime number of creatures on it, unless any of them have the [fling_resist] tag, in which case, there must be the square root of a prime number of creatures on the bridge, not counting fliers or 'moody' dwarves. That my not apply to versions 33c+ or a modified version of the 32.5n z-patch. you may want to reformat your drive  and replace the motherboard, then reinstall DF using a different isp, possibly in another state (or province). Be sure that you are using a dvorak keyboard, or you will ruin it all.

Or, set up your system to dual boot in ubuntoo linux, install wine, and create a wine script to initialize the frequency modulator in a counter-clockwise death spiral of doom.

Please don't take all that seriously, I don't mean a word of it.

What you really need to do is make sure your bridges are set to raise when opened, as opposed to retract. By default, bidges just dissapere when opened, but when you build them, pressing the waxd keys will cause it to raise and then fling thigs. Happy flinging!

[ December 06, 2007: Message edited by: PTTG?? ]</STRONG>



Random fact: the square root of any integer that isnt a perfect square is irrational.

130
DF Dwarf Mode Discussion / Re: Kobolds vs undead
« on: December 06, 2007, 10:54:00 am »
quote:
Originally posted by Nil Eyeglazed:
<STRONG>Where is area code (429)?

NM, I can search.</STRONG>



lol. this was generated by the "bang the keyboard like a monkey" method.

131
DF Dwarf Mode Discussion / Kobolds vs undead
« on: December 05, 2007, 08:50:00 pm »
So I found a map with an undead ruin right next to a kobold cave. The kobolds vastly outnumbered the undead, though.
Anyway, I went and checked for other interesting stuff in the area and here is what I found.
[WORLD_GEN]
   [TITLE:STANDARD]

[WORLD_GEN]
   [TITLE:THE PLANE OF SOUL]
   [CUSTOM_NAME:The Plane of Soul]
   [SEED:4294967295]


132
quote:
Originally posted by qalnor:
<STRONG>I'm pretty sure it does pick the closest one, but strictly as measured by sqrt(x^2 + y^2 + z^2) not by steps or anything.</STRONG>

Taxi cab geometry or something similar is more likely. I've seen some really wierd stuff that isnt consistent with either though.

133
My current fortress has a central shaft with many 21x21 floors making up the fortress, with a few exceptions for workshops. The refuse room looks like so:
code:
#######################
#=#=#=#=#=#=#=#=#=#=#=#
##.#=#=#.#=#=#.#=#=#.##
#=#.#=#.#=#=#.#=#=#.#=#
##=#.#.#=#=#.#=#=#.#=##
#=#=#.#=#=#.#=#=#.#=#=#
##=#=#.#=#.#=#=#.#.#=##
#=#=#=#.#.#=#=#.#=#.#=#
##.#=#=#.#=#=#.#=#=#.##
#=#.#=#=#.#.#.#.#=#=#=#
##=#.#=#=#XXX#=#.#=#=##
#=#=#.#=#.XXX.#=#.#=#=#
##=#=#.#=#XXX#=#=#.#=##
#=#=#=#.#.#.#.#=#=#.#=#
##.#=#=#.#=#=#.#=#=#.##
#=#.#=#.#=#=#.#.#=#=#=#
##=#.#.#=#=#.#=#.#=#=##
#=#=#.#=#=#.#=#=#.#=#=#
##=#.#=#=#.#=#=#.#.#=##
#=#.#=#=#.#=#=#.#=#.#=#
##.#=#=#.#=#=#.#=#=#.##
#=#=#=#=#=#=#=#=#=#=#=#
#######################


Miasma doesnt flow diagnolly  :D
The refuse piles are low traffic areas and the safe paths are high traffic. this prevents dwarves from walking over refuse piles except in a few cases (these end up as a last resot anyway).
Only rotting garbage is placed in this stockpile. It is later moved to a different one.

134
DF Announcements / Re: Dwarf Fortress 0.27.169.33g Released
« on: January 05, 2008, 01:14:00 am »
In general, it makes more sense that a podunk deep underground dwarven camp would be much harder to find and attack than a giant sprawling dwarven metropolis that civilizations all over envy.
Perhaps make triggers for other civs to be aware you exist? Scouts, value, distance, exports, some funky renown statistic. It makes sense for only your parent civ to know about you right from the start; unless you are camping inside a kobold cave or something similar.

135
DF Gameplay Questions / Re: Closing floodgates when submerged?
« on: March 10, 2008, 10:13:00 am »
Which wiki page are you referring to?

A pressure plate linked up to a floogdate will send an ON signal to the floodgate when the plate is activated. ON signals cause floodgates to open. It will send an OFF signal when the plate resets. OFF signals cause floodgates to close.

If you want that to be reversed, I suggest using a raisable bridge instead of a floodgate in that area.


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