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Messages - NonconsensualSurgery

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211
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: March 27, 2012, 10:56:24 pm »
Quick question that i haven't seen answered on this thread or otherwise: How do you get a creature to use the WEATHER_CREEPING_GAS/VAPOR/DUST methods in an interaction? Because they don't work interchangably with things like WEB_SPRAY or SOLID_GLOB and all that.

Sadly, weather refuses to work if a creature is the source of the interaction.

212
DF Gameplay Questions / Re: Finding Iron
« on: March 27, 2012, 04:48:51 pm »
The other big trick is to embark over multiple biomes. A recent fort embarked over three separate sedimentary biomes. One had coal and flux but no structural metals, the second had nothing at all but chert, and the third was literally made of magnetite capped by an aquifer. Any one would have been hilariously hard to play by itself but together they're dwarftopia.

213
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: March 27, 2012, 03:30:18 pm »
Please tell me where to put these can_do_interactions and other code. I'm noob =_=  :(

You need [INTERACTION:???]s in the interaction_default.txt folder. Once a type of interaction is specified, you somehow have to get the [CDI:XXX] onto the creature you want to do it. This can be done with a syndrome, a secret like the necromancy example or placed directly into the creature files - look at dragons or cats for an example of a creature that naturally does an interaction.

214
DF Gameplay Questions / Re: Soldier Mayor
« on: March 27, 2012, 03:17:53 pm »
I, for one, rejoice when my dwarves elect a mighty warrior to lead them. Unfortunately, mayors tend to have many friends and if they die in battle there may be rioting.

215
DF Dwarf Mode Discussion / Re: creating a good source of water
« on: March 27, 2012, 02:01:39 am »
1. Dig straight down so you're just under the first cavern sea, usually a staircase right next to a future well shaft.

2. Dig elaborate network of tunnels at this layer.

3. Dig down one, over a bit, then up until you emerge next to the edge of the sea.

4. Block off future tunnel to sea at the step down with a floor grate. Beasts cannot destroy grates from below.

5. Open the last tile between the cavern sea and the grate-protected tunnel network by channeling out a piece of the edge of the sea.

You now have medical-grade, limitless water that will never go stagnant or evaporate. Pressure will force it up so you get 2-3 z deep spots under the wells. If you've done it right nobody will drown.

I only use nasty river water water for drowning goblins.

216
DF Dwarf Mode Discussion / Re: Buzzards!!! *Shakes fist at sky*
« on: March 27, 2012, 01:40:50 am »
I was under the impression that a simple iron spear ought to be able to penetrate the armouriest of armours, unless you have goblins running around in candy.

Yes and no. Better materials cause more severe wounds and have a higher chance of going through armor.

Were Girlinhat normal, I would advise her to just use wooden crossbows for economical and quick animal genocide. However, something tells me it's personal with her(?) and the wildlife.

217
I don't know. Being stricken with an idea so powerful that you temporarily forget you're hauling a goblin axelord to the coliseum and run off to sew the best single silk glove ever made just seems so quintessentially dorfy that I'd rather it wasn't fixed.

218
DF Dwarf Mode Discussion / Re: Buzzards!!! *Shakes fist at sky*
« on: March 26, 2012, 09:11:55 pm »
They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Oh, and the buggers steal. If you don't build an air defense system then they'll swoop down into your surface fortresses and run away with items. They also like to run off with masterwork bolts still stuck in them.

219
DF Dwarf Mode Discussion / Re: Coal in 34.05?
« on: March 26, 2012, 06:30:40 pm »
I'm currently using "frequent" as my mineral scarcity... and yeah, I've used dfhack's prospect (prospect all) in the past with other versions fine and found coal easily.

I'm bout to load up my new world and see how the coal situation looks... last two were large, this one is medium... maybe that's making some kind of difference.

Found coal on the medium in 2 checks on embark location... maybe an issue with the large gens?  Any of those commenting they have it currently using large worlds?

Large world, coal out the wazoo in 36.06.

The RNG merely hates you.

220
DF Dwarf Mode Discussion / Re: Adamantine Science and physics quirks
« on: March 26, 2012, 06:28:05 pm »
Aircraft engineers would fall in love.


221
DF Dwarf Mode Discussion / Re: Llama wool zombie
« on: March 26, 2012, 03:24:16 pm »
I like how the disembodied wool has incredible muscles.

Ever try to get into a no-holds-barred fight with a piece of wool?

Surprisingly worthy opponent.

222
DF Dwarf Mode Discussion / Re: How do you mod your dwarves?
« on: March 26, 2012, 06:16:45 am »
Nail and nerve templates get a healing rate.

The entity file gets caves instead of detailed caves as the default site type. Makes it possible to visit dwarven civs in adventure mode, sort of.

Also, blowguns and a bunch of useless flavor clothing.

223
Store them in aqua-daycare.

http://www.bay12forums.com/smf/index.php?topic=105641.0

Drop a mother and child into a 4-6/7 pool? Infant stays put, mother swims out. Drop a squad in before they go to the danger room and the infants will have a wonderful time splashing about and crying for help until mommy's done doing important grownup things.

They will almost certainly die if mommy doesn't come back or the pool isn't drained. Also, remember that it takes 12 years for a newborn to mature. Maybe other players are better than me but frontline military very rarely survives 12 years of service, danger room or no danger room.

224
DF Dwarf Mode Discussion / Re: Minimum clothing?
« on: March 25, 2012, 10:30:16 pm »
As long as it's clothing, probably.  Armor is armor and armor is not clothing.  Leather armor won't count for a shirt.  I haven't tested this, but I can guarantee you that it's true.  If you make a leather shirt, a dwarf will claim and wear it.  Can shirts be leather?

Never mind the shirts, which incidentally can be leather. It's the dwarves in leather thongs and socks you should be worried about.

225
I tried this with two 10-long bridges end to end, a pressure plate linked to the bridges at one end, and a lever set to pull that does nothing except act as idler bait at the other. Water and a long, damp path to freedom underneath.

Observations:

1. Same stuck baby problem, requiring periodic pool cleaning.

2. Dropped items in the pool gave my militia a heart attack because their favorite stack of bolts was unreachable.

3. Entire fortress unusually free from blood and grime.

4. Unlike adventure mode, if dwarves are just sitting there in the water with no path out they won't gain swimming skill.

Props for the automatic militia training system.

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