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Messages - chevil

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196
DF General Discussion / Re: Magma Smelters not working!
« on: April 17, 2013, 02:39:43 pm »
Making a bigger bar stockpile may help.

197
DF Dwarf Mode Discussion / Re: Dwarven Philosophy
« on: April 17, 2013, 03:05:13 am »
A question I myself have always wondered about...

"Why did Armok make dwarves to be physically dependant on alcohol?"  Surely this is a bane and not a boon, as the other races of His worlds survive on dirty well water with nary a complaint, and yet the dwarves will go mad without alcohol in their veins.

Can anyone enlighten me?
Dwarves need to consume alcohol in order to maintain their chaotic and brilliant minds.

198
DF Dwarf Mode Discussion / Re: Valley full of cyclops
« on: April 14, 2013, 05:27:40 am »
Thank you.

199
DF Adventure Mode Discussion / Re: Have necromancers any other power?
« on: April 10, 2013, 03:07:32 pm »
It takes a couple of days for the curse to change your body.

200
Mine away all pillars of stone that restrict your marksdwarfs line of sight and build fortified tunnels around your caverns.

201
Can someone translate to me what those tables and arrows are in the lower level picture.

202
I once had a fort that had iron flux and coal the first z-level that i breached. I built all of the industries on that z-level and living quarters one z-level below it. Amazingly high fps for years until I got bored and breached the caverns.

Make it as small as possible and ignore the caves as much as possible.

203
I rarely use magma because of FPS but if I had unlimited processing power I would build a fort that has water guns only filled with lava aimed at every point on the map. Also some nice lavafalls, lava moats in major hallways, unlimited popcap and a huge hospital full of charred dwarves.

204
DF Dwarf Mode Discussion / Re: CAged giant (titan)
« on: April 07, 2013, 06:44:31 am »
Is it a titan or a giant? A giant is a megabeast and can be caged.

205
No and no.

206
Gen a world. (500+ years)
Start adventure mode.
Train a bit.
Go to the capital.
Enter the dungeon.
Make a map of the needlessly complex system of tunnels while killing/avoiding things that lurk there.

This is probably the hardest map to make from DF but it would be impressive.

207
Make a map of a dungeon in a town.

208
DF Adventure Mode Discussion / Re: Dwarves make the best adventurers?
« on: April 06, 2013, 12:34:37 pm »
Marital trance

That sounds even more terrifying then regular martial trances.

If you're having trouble getting some armour together, you can always just make your way back to an abandoned fortress of yours in which you have conveniently left some dwarf size armour lying around. Who knows, there might also be a little room for your Dwarf to sleep in, an endless supply of booze and food and candy weapons..?
Or add [BUILDS_OUTDOOR_FORTIFICATIONS] to dwarves in entity_default and go to a dwarven fort for steel armor.
For me adding this tag for all civs is a must if I play adventure mode.
Does adding that tag fix the non-human sites not generating?

I'd guess it gives the dwarves human-like sites. I'll probably try it out, seeing as the armour should be of correct size.
They build human stile forts. Citys and vilages have separate tags.

209
DF General Discussion / Re: civilized races question
« on: April 06, 2013, 12:12:35 pm »
I don't hate elves or goblins. But elves are annoying.

Goblins force you to think strategically about traps military and defenses that leads to fun.

Elves get pissed about a small piece of wood and while they are leaving they run into an ambush leaving useless piles of wooden trinkets all over my front yard.

210
DF Dwarf Mode Discussion / Re: The peak coffin problem
« on: March 29, 2013, 02:20:19 pm »
I have a large room filled with coffins for common dwarves. Mooders who make useful artifacts and other heroes get their own tomb.
My usual tomb is a 3x3 room with statues in corners. If I am really impressed by someone I may build something more elaborate.
If your fort is near a tower put a cagetrap or two before the door that leads to the cript.

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