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Messages - Helgoland

Pages: 1 ... 697 698 [699] 700 701 ... 708
10471
DF Dwarf Mode Discussion / Re: Stutters on 6x6 embark and larger
« on: July 17, 2012, 01:12:15 pm »
going to test what blue sam posted. i know economics are still on "on" in the raws, but in the game its disabled anyway, huh ?
Not the dwarves' economics, yours! He called your machine suboptimal...
(With which I'll have to disagree; it's pretty nice to the 2.0 GHz laptop with 2 GB RAM that is five years old and bluescreens every so often on which I have to play.)

10472
DF Dwarf Mode Discussion / Re: Odd Magma Smelter Behavior
« on: July 17, 2012, 01:07:51 pm »
Incidentally, the items aren't being moved by dorfs to the location, but magically teleported by the game engine to the square the dorf is standing on.
It's not a bug, it's a feature!

Seriously, a better way of hauling than minecarts!

10473
DF Dwarf Mode Discussion / Re: Tips on "removing" Children
« on: July 17, 2012, 01:06:27 pm »
For immigrant children, I quarantine them in a separate sealed wing with the vampires of the fort, which helps a quite a bit.
Yes.
If you atomsmash, I don't think they'll even cause negative thoughts, assuming you get a slab engraved... but the other methods are much more fun.
It will cause two, at least in old versions - "has lost a relative lately" and "had to endure the decay of a loved one lately". This might have changed though.
He probably wants a legendary Weaponsmith who made an artifact silver warhammer decorated with a metric truckload of platinum.
Not an artifact platinum warhammer that menaces with spikes of silver?

(Or even a lead warhammer that menaces with spikes of platinum?)

(Which is better for hammers, lead or platinum?)

(I need to stop using brackets...)

10474
DF Dwarf Mode Discussion / Re: Tips on "removing" Children
« on: July 17, 2012, 01:00:49 pm »
Use a burrow, than atomsmash them.
Alternatively, give all dwarves hauling jobs and then set something to be deconstructed - kids take those jobs, and when it's next to a drawbridge... no more crappy artifacts.

(And the wooden spikes are a terrible idea. A menacing wooden spike is still menacing and will impale your dwarves as if you had selected a dwarf called Vlad as your baron.)

10475
DF Dwarf Mode Discussion / Re: Odd Magma Smelter Behavior
« on: July 17, 2012, 12:51:42 pm »
When exactly - under which conditions - does this bug happen? Has it been reported yet?

10476
DF Suggestions / Re: Valkyries
« on: July 17, 2012, 12:43:48 pm »
I want them as mounts.

Then, I will turn up the volume and blast Wagner.

I think the "Ride of the Valkyries" was actually a play on the pilots, not the planes.
Potayto, potahto...

(But seriously, didn't know that, thanks. Also yeah, thumbs down for Valkyries. I'll find something else that resembles Vietnam-era helicopters. Mod giant eagles to breathe fire?)

10477
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?

Also, for building destroyers try a convoluted hallway that leads to a statue filled with traps (the hallway, not the statue). That should take care of them.

10478
DF Dwarf Mode Discussion / Re: Behaviour of falling liquids
« on: July 17, 2012, 12:31:12 pm »
Thanks!

10479
DF Dwarf Mode Discussion / Re: Were-fortress project
« on: July 17, 2012, 12:30:50 pm »
The basic issue is the loyalty cascade.  Because the grabs and holds the werecreature establishes while mauling tend to continue beyond transformation they become an enemy of the fortress and are attacked while not transformed, causing a loyalty cascade.

It also appears to be impossible to get the dwarves to bite without transforming, they definitely don't do it during sparring.
Really, the solution is zombie heads.

(Anyone gonna sig that? :D )

10480
DF Dwarf Mode Discussion / Re: Behaviour of falling liquids
« on: July 16, 2012, 11:40:09 am »
It stays up there. Somebody recently made a kobold trap based on this behavior.
That is good news... better use than you think, probably.
Could you point me to that thread?

10481
DF Dwarf Mode Discussion / Re: Were-fortress project
« on: July 16, 2012, 11:33:33 am »
The human forumite Helgoland gestures!
The forum thread shudders and begins to move!

AFAIK raised heads use a bite attack instead of the normal strike or whatever. Apart from undead head armies being better than headless undead armies, this should make spreading lycantrophy rather easy - if you can get your hands on a necromancer or evil biome as well as a werebeast:

1. Behead werebeast.
2. Animate head.
3. Let a dwarf fight the head. (Better use a medium-size one; too large and it will kill the dwarf, too small and the dwarf will kill it before being bitten.)
4. Rinse and repeat; then enjoy your army that once a month will completely heal and morph into some werebeast. (I wish it were a were-wren...)

10482
DF Dwarf Mode Discussion / Behaviour of falling liquids
« on: July 16, 2012, 10:54:58 am »
Just a short question: When water is above a water-impassable building (such as a door or floodgate), will it fall down or remain on the upper level, even though that level has no floor? Or will the water do something buggy and fall anyway?

10483
DF Suggestions / Re: Valkyries
« on: July 16, 2012, 08:44:58 am »
I want them as mounts.

Then, I will turn up the volume and blast Wagner.

10484
Forum Games and Roleplaying / Re: Age of Man
« on: July 15, 2012, 03:25:22 pm »
put sticks on the side of the boat:    I_( )
                                                  I  ( )
                                                  I_( )
Or even better: Observe that the boat had the tendency to flip, then fix a boat to another boat using some sticks:
Code: [Select]
()--()
()  ()
()--()

10485
The Irregular
Eagle guts
Severed monkey tails
Zombie heads.

Seriously, nothing better than an army of heads hopping around and biting people until they are kaputt.

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