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Messages - Helgoland

Pages: 1 ... 696 697 [698] 699 700 ... 708
10456
DF Dwarf Mode Discussion / Re: Holy mother of science...
« on: July 23, 2012, 07:34:38 am »
The idea of using !!science!! to keep infants alive is weird, but I guess that !!science!! is ultimately beyond morality.
Preserving infant life is considered immoral? Oh, how I love Bay12!

10457
Planepacked bug works for meals, too.
Y U NO obliterate clutter? Make a roast worth more than the entire fortress!

10458
Resize the misquitoes and send them out to catch a small squirrel.
Coinciding with 1), right?

10459
DF Dwarf Mode Discussion / Re: I have created a hell on earth
« on: July 22, 2012, 03:40:04 am »
There is not a single flux stone in the entire world. I could not make this up if I tried. Steel, the tried and true metal of dwarven kind, does not exist.

So you can get a few bars every year, that's not enough to work with, right?  Wrong.  Dwarf forge and smelter pseudoscience is so advanced that they can make chain leggings with one bar of steel, melt them back down, and wind up with a bar and a half of steel.  Not that you can do much with half a bar, but the next time you run the reaction the smelter will spit two bars back out.



Dear armok, is this true??? I hope it is, not for exploity/infinite-metal purposes, but just for ease of armorsmith training. And was this true in .31.25?

I don't know if it was true in .31.25, but it's true now.  There's a bug report on it.  I've only personally tested axes though, I was more concerned with getting a legendary weaponsmith and was willing to endure the slower return rate to get it.
For armorsmith training, leggings are great, and for weaponsmiths battle axes are good - both give 3/2 bars when smelted. For metal multiplication, you want coins - look on the wiki page for exploits under Adamantine factory or something like that.

10460
DF Dwarf Mode Discussion / Re: Evil plants in normal regions
« on: July 21, 2012, 08:41:00 am »
Currently nobody trades evil plants, perhaps except the rare peaceful goblin caravan. 

The only way I could think of is to remove the [EVIL] tag from evil plants (but then, it appears everywhere)
Do traders keep trading stuff on that you traded to them?

10461
DF General Discussion / Re: This game needs a tag line
« on: July 21, 2012, 06:23:17 am »
Dwarf Fortress: Source code, not moral code.

10462
DF Dwarf Mode Discussion / Re: What to do What to Do
« on: July 21, 2012, 05:31:46 am »
Still megaproject sounds like fun, i think i may go fir it.
Well, they can be a birch, but if the effort is well-rooted you willow pull it off.





Please don't hurt me

Comere little elf...
Ah, Corai, if I may just point you to this thread...

10463
DF Dwarf Mode Discussion / Evil plants in normal regions
« on: July 21, 2012, 05:30:08 am »
Any ideas on how to get evil plants into normal regions? Maybe trading them from a fort in an evil region to the elves/humans and then trading for them in the actual fortress...
Would carrying them via adventurer work?

10464
DF Dwarf Mode Discussion / Re: What to do What to Do
« on: July 21, 2012, 05:15:26 am »
Still megaproject sounds like fun, i think i may go fir it.
Well, they can be a birch, but if the effort is well-rooted you willow pull it off.





Please don't hurt me

10465
DF Modding / Re: Good-region Interaction?
« on: July 19, 2012, 03:16:04 pm »
God damn. So lower body's your hips?

No--your spleen, stomach, pancreas and kidneys are all in your lower body.

You'd be surprised at just how high up your liver is :P
Isn't the liver just... kinda behind everything? Around where your stomach is? You know what? Fuck it.

Just... fuck it.
Fuck the liver? That would leave some nasty wounds...
"When all you have is a hammer, everything starts to look like a nail." :/

10466
DF Community Games & Stories / Re: On the Nature of Dwarves
« on: July 18, 2012, 05:33:26 pm »
Great read! If I ever write a story I'll take inspiration from this. Really like the idea of dwarven society as close-knit, traditionalist and at the same time egalitarian. Keep up the good work!

10467
DF Dwarf Mode Discussion / Re: Stutters on 6x6 embark and larger
« on: July 18, 2012, 12:18:51 pm »
http://www.bay12games.com/support.html

The issue is probably one of cache sizes, newer CPUs have larger L1/L2 cache sizes then the older ones.
I approve of the link, but... it's not that kind of support. Could you explain how cache sizes impact performance? I'm going to buy a laptop in the next few weeks and DF is definitely a priority :D

10468
DF Dwarf Mode Discussion / Re: The Urist Awards
« on: July 17, 2012, 06:13:07 pm »
Practical: EliDupree's adamantine factory and the subsequent improvement utilizing coins.
(Does it matter that part of that was my idea?)
Practical: Smirk's Kobold Cooker
Practical: The improved magma pumpstack.

10470
Alright! Finally back with some more results. Wall-o-text awaaaaay!

The leader would usually be flushed first, right? Then why not let the leader be flushed down a chute without a stair and provide an alternative way to the bottom chamber - lined with cage traps which will be triggered by goblins trying to reach the leader without all that "Oh my leader is caged I will not continue or flee" jazz. I'll have to try this out sometime - maybe someone else could redesign his system to try this?
^^
This; that ridiculous staircase is gone out of the middle of the pit. What I have now is open access to the bottom of the pit, reachable only through the inside of the fort (Guards' barracks, to be safe), so invaders will still walk through the door traps to try to get down to their leader's smouldering remains. Tested in the latest siege, and they cooperated.
No, I meant an access to the bottom from the outside to trap the entire siege!
Just a pet project of mine...

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