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Messages - Sabreur

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121
DF Dwarf Mode Discussion / Re: Minecarts are for what? No, really.
« on: June 04, 2012, 06:06:09 pm »
Yeah, I'm with you on this one. Minecarts are useful - just not for mining. I'd like to see that change, but I'm not sure how you'd balance it.

122
DF Dwarf Mode Discussion / Re: What would you do?
« on: June 04, 2012, 03:12:16 pm »
1. Wall them in.
2. Dig a tunnel between their cave and the circus.
3. Breach the tunnel at both ends.

123
DF Dwarf Mode Discussion / Re: The "Urist McDorfy" meme.
« on: June 04, 2012, 01:40:36 pm »
Caught outside during an ambush
:)
Flee towards the goblin archers


Create perpetual motion generator
:)
Use it to make mist in the dining room


Legendary axedwarf
k
One-shot his brain with a copper dagger


Embark in a desert
:)
20 Fishery Worker migrants

124
DF Dwarf Mode Discussion / Re: Madness of the children
« on: June 04, 2012, 10:53:47 am »
Huh. I use the novel strategy of making clothes for the kids. You get enough by making them with elven cloth (turns out they DO have a use). Edit the d_init file to prevent too many children from being born, as too many children means you need more clothes.

He does make clothes for them, the problem is that they go insane from nakedness anyways.

125
DF Dwarf Mode Discussion / Re: Building Blocks
« on: June 03, 2012, 06:49:53 pm »
I go with blocks because I'm OCD about having everything color-coordinated.  Making blocks lets me make four times as many walls and floors from the same material.

126
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: June 03, 2012, 02:48:35 pm »
I occasionally have dreams about trying to design a cyan-colored megaproject so I can do something with all that microcline.

127
DF Dwarf Mode Discussion / Re: The best volcano breaching method ever
« on: June 01, 2012, 08:31:32 pm »
I'm not the one who discovered it, but I posted about it in another thread - and was immediately ridiculed by another poster.

Take THAT, guy I can't be bothered to look up!

128
DF Dwarf Mode Discussion / Re: Glass windows and floors
« on: May 31, 2012, 04:46:19 pm »
There's a thread about this issue that I can't be bothered to dig up, but the easiest way I've found to deal with this is to have a 3-tile wide entry hallway.  Above the hallway, have a non-grazing animal pastured on top of a row of 3 floor grates. The animal will be impervious to arrows, immune to building destroyers (not 100% sure about flyers), and safely above any cleansing floods of magma.  Since diagonal tiles are still 'adjacent' for detection purposes, a single creature pastured in the center will spot every thief and ambusher without fail.

129
Even if this is a bug, I say leave it in!

130
DF Dwarf Mode Discussion / Re: The Best animals
« on: May 31, 2012, 12:22:37 pm »
cave scorpions? interesting mod
You know it. But seriously I meant Giant Desert Scorpion. I wonder though, since they don't ever breed, do Giant Bark Scorpions breed or other giant insect breeds? I know they have pretty low life expectancies, but it might be useful to try to shore a fort up with some giant scorpions capable of reproducing.
Scorpions are arthropods, not insects.[/OT]

Dammit, it looks like snakes can't be war or hunting trained in vanilla DF. :( War (giant) rattlesnakes would have been pretty boss.
Neither can wolves or giant dingos. Much disappointments. Guess I'll have to settle for war dogs and/or hope for a pair of grizzlies or maybe giant tigers...

From personal experience, giant dingoes are awesome even without war training. I accidentally left two outside during a siege and they brought down four trolls before dying despite being massively outnumbered.  War training doesn't matter as much for predators that out-mass a tank.

131
DF Modding / Re: How to create 7/7 magma with a reaction
« on: May 30, 2012, 08:13:05 pm »
How is it possible for such a simple post to have so very, very many possibilities?  As well as !!possibilities!!...

132
In the future, sieging necromancers will have a whole spectrum of destructive spells at their disposal.

Isn't that one already on the list of future goals?

133
a "Heaven" level that when breached, starts sending waves of angelic and godly destroyers to punish your dwarves for their hubris.

This would be awesome.
Seconding this, the idea of some lawful being(s) showing up to make my dwarves answer for their crimes is quite appealing.

Yes, just yes.

I knew the "Child Care" and "Mermaid Farming" threads would come back to haunt us!  Seriously though, this sounds awesome.  Maybe make it depend on what sort of dieties are present in your world?

134
After the fall of the Soviet Union their enormous reserves of obsolete guns got liquidated and many of them ended up on the US market too (so did their nuclear weapons via the Megatons to Megawatts program- almost 50% of commercial US nuclear power is generated from dismantled Soviet nuclear weapons!)

Learn something new every day!  I'm looking this up when I get home, it sounds fascinating. 

135
DF Dwarf Mode Discussion / Re: Wagons pathing over traps?
« on: May 29, 2012, 10:59:26 am »
I use an airlock system for my trade depot, with a separate trapped entrance for my dwarves.

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