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Messages - Akjosch

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76
DF Suggestions / Re: how about burning oil?
« on: October 18, 2010, 06:56:42 am »
like... blood? like... having floor grates that collect dead invaders' blood and then boil it and then maybe, just maybe... pour it on the remaining invaders? like that? if so, then i agree!

if i put buckets under a grate, will it gather blood?... gotta experiment with those animal blood barrels...

Unfortunately, grates don't just let anything drip down on the level below (assuming there is open space below them, of course). This doesn't stop me from having them at nearly every room entrance along with a "sewer system" every other height level, of course. It's just all non-functional now, though it doubles as a flood prevention and containment mechanism quite nicely.

77
DF Suggestions / Re: how about burning oil?
« on: October 18, 2010, 02:17:05 am »
Sort of like saying graphite is just a fancy word for carbon.

No, not quite. "Graphite" refers to a specific allotrope of carbon (the other common one is called "diamond"), while "brimstone" was used for general sulphur, as well as its native form (which is usually 99% pure sulphur anyway)

78
DF Modding / Re: All-female caste races?
« on: October 13, 2010, 08:25:23 am »
Well, parthenogenesis simply doesn't work right now. I added the issue as a feature request to the tracker, #3419, so it doesn't get forgotten.
Feature requests go in the Suggestions forum. The bug tracker is for bugs.

It has a "feature" severity level (which is below "minor") ... why then, exactly? :)

79
DF Modding / Re: All-female caste races?
« on: October 13, 2010, 02:46:03 am »
Well, parthenogenesis simply doesn't work right now. I added the issue as a feature request to the tracker, #3419, so it doesn't get forgotten.

80
After I last posted another siege occured  :o, I can't dump cages as fast as I'm catching goblins...

My solutions to cage problems: Build one cage near the animal stockpile with golins-only cages enabled (and transfer all goblin-filled cages there, either with the "transfer from stockpile" functionality or by disallowing goblin cages everywhere else), build a single cage near it, and assign every single non-thief goblin there. And do it with trolls too. In my recent plays, military goblins never try to break free (though the hauler getting a sudden case of pregnancy or similar might make them free, so have some traps around just in case), and neither do the trolls. I just stuff 100+ of them in a single cage and forget about them until I have a working military, at which points all their items get claimed (d-b-c on the cage) and dumped (make a dump zone a step or two away from the cage, or rebuild the cage near your dump zone, then d-b-d on the cage, then undesignate the cage itself from dumping) and they end up as live target practice for my marksdwarves, by building the cage in my sacrificial pit, attaching a level to it, sealing the pit off and pulling the lever.

81
DF Suggestions / Re: [For or Against] Tunnelers units
« on: October 07, 2010, 11:13:06 am »
Hmm, could we have it so that they make a sort of "temporary tunnel" that reverts back to rock after a period of time?

I'd prefer a general ability to fill up spaces with sand/gravel (creating natural sand walls, on which stuff starts to grow normally after a while, and getting filled up from the "far end" if there is any to avoid too much micromanagement) and sand+stone (creating unsmoothed stone walls).

82
DF Dwarf Mode Discussion / Re: "Airlock" style drawbridge controls
« on: October 05, 2010, 09:49:18 am »
Another option would be to use floodgates in place of a bridge for one of the openings, and a bridge for the other.  Floodgates and raising bridges have opposite 'closed' states, so a single lever linked to both will raise the bridge and open the floodgates, or vice-versa.

The problem with that is: building destroyers can then reach the floodgate ...

Now, flying building destroyer are still a problem, but thankfully there aren't all that many of them in the game.

83
DF Dwarf Mode Discussion / Re: "Airlock" style drawbridge controls
« on: October 05, 2010, 08:10:04 am »
You can also use a bit of animal logic to trigger one bridge on while the other is off. Just remember to have an override lever somewhere ...

84
DF Dwarf Mode Discussion / Re: NO Goblins?
« on: October 02, 2010, 12:45:50 pm »
I hope this no evil civs attacking thing is solved soon. Sad to invest so many dwarf years in a fort, to realize that no one except bunnies threathen your fort D:

It looks like it will be fixed in .15. Toady One commented as such in the corresponding bug on the tracker: "This should be fixed up for 0.31.15. It thought they were lizardmen or something and was waiting for you to irritate their cave feature. "

85
Well, I guess you could run them through the Danger Room - naked - and train your doctors this way as well ...

86
DF Suggestions / Re: [For or Against] Tunnelers units
« on: October 01, 2010, 03:38:48 pm »
Caveins: There is no such thing as a sand ceiling.

Actually, there is, you can build a tunnel in sand. It's just usually a bloody awful idea without lots of support structure (read: wood), since sand tends to lose cohesiveness very quickly when exposed to air and drying. People (especially kids) get killed by this now and then.

87
Don't let them in, then? I typically try my hardest to make the fort self-sustained as soon as possible and leave them outside. Whoever survives a year or the first siege, whichever comes first, is ready to join.

But I need to have an outdoor entrance for the well, don't I?

No idea why you would. I just channel some renewable water which isn't frozen at least some of the time into a big water tank below my fort and set up my wells either directly on top of it, or make a channel from it to the place I want to have the well. If this would result in a too big drop (and possibly in flooding the caverns), I pump that water up a bit, but the water tank idea remains.

The typical size for it is about 500 blocks worth (10x10, 5 high).

88
Don't let them in, then? I typically try my hardest to make the fort self-sustained as soon as possible and leave them outside. Whoever survives a year or the first siege, whichever comes first, is ready to join.

89
DF Modding / Re: Fixing Dwarf Fortress Raw Errors
« on: October 01, 2010, 05:36:25 am »
I don't think all of the raw-related bugs are fixable, not without some extra support. For example, mules have no female caste, and they can't be born either (neither can the other hybrids like hinnies, zonkeys, zorses, zonies, ligers, tiglons, camas or wolf-dogs (not a true hybrid, I know)); if you added female mules, they would suddenly be able to breed with each other. Cows (and several related species) have a single stomach instead of four of them, birds lack the crop. female mammals lack the mammary glands and their corresponding organs (udders and so on) and even if you added them, loss of them wouldn't make a difference for milk production. All animals lack their respective primary reproductive organs, and again adding them doesn't change the way reproduction works either, so for example gelding can't be implemented.

90
DF Suggestions / Re: Slaves
« on: September 28, 2010, 08:02:12 am »
I would prefer if we could re-educate the captured people (not necessarily their leaders, of course, just your common foot soldier) and integrate them into the society somehow, or even let them live on top of the land freely, farming and hunting and building their own small community we can have limited trade and interaction with.

In one prior game I tried to make some of the captured goblins and humans from one of the first ambush parties part of my civilisation and friendly through memory hacks, but they just got killed anyway by my soldiers upon release from the cages. It was really sad - one of them was a young human woman, just 19 or 20 at the time I captured her, who I learned was married and had a daughter born only few months before the failed goblin ambush where she participated. Poor girl, I think she missed her child all those years stuck in one of my cages.

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