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1276
DF Adventure Mode Discussion / Any way to "stomp" zombie parts?
« on: August 05, 2014, 11:19:56 am »
So, I've dipped my toe into adventure mode for the first time, and am really enjoying it. However, my most recent adventurer was killed by a reanimated head-and-heck from a zombie that I had previously decapitated.

I know butchering a corpse will just let its skin reanimate, and that reanimated skin/hair is practically untargetable - which is why I didn't butcher it when I killed it the first time. Is there any other way to pulp, destroy, or otherwise render un-ressable a corpse piece in adventure mode?

And if not, is that something that you could conceivably mod in an adventurer reaction for?

1277
In 34.11, how much happiness a dwarf got from meeting with the expedition leader/mayor depended on their feelings wrt authority/tradition. Dwarves who disliked these would come out feeling worse than when they went in... and they only meet with the mayor when they're already feeling upset, so... yeah, that didn't always end well.

1278
DF Modding / Re: Drinks in buckets.
« on: August 04, 2014, 11:06:45 am »
I've never tested this specifically, but I have noticed that dwarves who are injured and awaiting retrieval, and have a flask of booze, won't drink the booze.

1279
I put off my metal industry until I've created a full set of magma smelters in the first stone layer.

1280
DF Dwarf Mode Discussion / Re: green eyed white undead cave dragon
« on: August 03, 2014, 04:39:17 pm »
Minor correction: trolls can get bridgesmashed, but ogres can't.

Cave dragons are definitely trappable, so a cage trap should fix it, OP.

1281
DF Dwarf Mode Discussion / Re: instant steel?
« on: August 01, 2014, 12:36:37 pm »
Have you messed with the raws at all?

1282
DF Dwarf Mode Discussion / Re: instant steel?
« on: August 01, 2014, 11:29:34 am »
Have you had a caravan destroyed on your map? Could be they brought iron & pig iron with them, which then reverted to your ownership.

1283
DF Dwarf Mode Discussion / Re: Surviving a "fun" invasion <spoiler>
« on: July 31, 2014, 11:42:59 am »
Second, don't waste your adamantine on bolts and that sort of ammo. It's far too light to make an effective ammo material.

That's changed in 0.40.05 btw. http://www.bay12forums.com/smf/index.php?topic=141364.0

Still probably not worth it for unarmored opponents though.

1284
DF Dwarf Mode Discussion / Re: no one can walk right?
« on: July 31, 2014, 11:40:30 am »
Any hatch covers in the area?

1285
DF General Discussion / Re: Should I play with mods or not?
« on: July 31, 2014, 11:36:21 am »
What Samarkand said. I'd also like to suggest that a tileset should be thought of more as a utility than a mod, since it doesn't change the game's behavior, only its appearance.

1286
Mod Releases / Re: 0.40.x Plant Bugfix/Minor Mod
« on: July 30, 2014, 10:09:16 am »
Yeah, my idea for this was to be as close to vanilla as possible while still working & being internally consistent. (The grain alcohol change was actually a result of certain cereals not having alcohols - since I needed to thresh them to grain to use them, it seemed weird to not thresh the other cereals.)

I'm a little leery about messing with growth seasons. The growth season tags used for timing underground crops seem to make aboveground plants appear only in that season even in the wild, cf Valley Herbs. To accommodate that I'd have to remove all of the unusable growth stages from wild plants - have e.g. blackberries just spring up in summer for the harvest, then wither away. And even that wouldn't work for plants with different usable growths in different seasons, like capers.

1287
DF Modding / Re: Designating seeds to brew or not brew
« on: July 30, 2014, 09:41:41 am »
Yeah, I've got the custom reaction already, I was just hoping there was a way to make the kitchen menu respect that. Oh well  :-\

EDIT: mod is up here, if anyone's interested.

1288
Can I be a dorf? Button? Bonus points if the dwarf's real name is Sidos. I would like to be a mechanic if that's available.

Looking forward to watching!

1289
What are her injuries?

1290
There's no lack of invaders. The real problem is that many regular invaders will run away at the first sight of blood.

If anyone has a solution to that, I am all ears.

Mod goblins to have a natural skill in discipline.

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