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Messages - ptb_ptb

Pages: 1 ... 67 68 [69] 70 71 ... 91
1021
Pretty sure they bounce off.

Darn.

OK, thanks for letting me know.

1022
If you use, for example, a raising bridge to through stuff towards the edge of the map does it 'bounce off' or disappear forever?

1023
This one? This belongs in a museum (kaypy)

I haven't used it, but reading the thread there's some doubt about whether item rotting will still happen or not.

1024
I'm a bit noobish still, but if nobody else wants it I'll go first.

Few things first. I guess adventurers should not be 'demigods'? It's a bit cheaty, really.

Second point is about actually catching live animals. I'm not even sure that is possible for an adventurer to do in adventure mode alone, is it? One idea I had is to allow players to un-retire a worldgen fort with a 'play now' embark and put cage traps all over the place in that fortress then retire. An adventurer may be able to carry back a cage with an animal caught in it. Alternatively you could allow corpses (stinky) or skeletons. Pity there is no 'embalm' option.

I had an idea about how to allow items to be brought to and kept in the museum without using dfhack + lair. Although I suspect that would be the easiest option.

As I understand it (I may be wrong) an area completely blocked off by natural stone or constructed stone will be safe from item dispersal. I think bridges and other buildings would not be enough to stop things going wrong (testing may be an idea). So my idea is a long tunnel with natural stone blocks perched on supports linked to levers along it. The tunnel would need to be the only access to the museum while the museum is retired. The tunnel would also need to be blocked on the museum side while the museum is retired. The adventurer would bring his item to the end of the tunnel near the museum, retreat a safe distance, then pull the lever releasing the block of rock to crash through the fragile tunnel ceiling and block the items off from any thieves. After he retires and the fortress is unretired the tunnel can be mined open from the museum side and the items recovered and added to the display room. The only alternatives I can think of involve ice (cold weather only) or obsidian casting.

I think some testing is in order.

Oh, and maybe I could get Stelid Zafal as the Egregious Professor of Cruel and Unusual Geography?

1025
Yeah, I know a lot of people won't have the time to do 24 hour turns. But, who knows? Maybe it will be more popular than I think it will. ;)

1026
You might as well plan it for 40.12, IMO. There aren't official releases for dfhack and Dwarf Therapist quite yet, but they probably aren't far behind and it should be possible to get someone to put together an unofficial version for download by participants.

I think it would be interesting to have a 'speed run' where each player has a maximum of 24 real time hours to play and submit their new save or lose their turn. :P

1027
DF Gameplay Questions / Bee numbers in beehives not increasing [SOLVED]
« on: September 16, 2014, 06:27:09 am »
[EDIT] Nevermind, it just took much longer than I thought it would.

1028
How about this location? It has a natural waterfall and gorge going for it.


1029
To quote some earlier posts

EDIT
Forum polling to see which site is best will take too long.  I choose the north central island, the dwarven civ in that little protected valley.  The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?)  I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).

I was thinking that we'd all choose one of the locations by poll, then I'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!".  Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together.  Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.

I don't see any 2x2 embarks ready to visit / unretire in the .zip file linked. 



I guess this area is the one being talked about?

1030
Mod Releases / Re: Plant Bugfix/Minor Mod v 0.40.11.1
« on: September 15, 2014, 03:24:56 am »
Hey, I've an idea. Could you have a farmers workshop action to turn x amount of useless leaves into fertilizer for fields? e.g. a compost heap?

1031
On the whole 'items and or monsters may go walkabout' thing I suggest a bit of caution. Better to take care now than be stuck with the fallout later. If you make sure you get saves from just before the adventurer / fortress retires then you will be able to check what happens to the stuff while keeping a backup in case it doesn't turn out well. I've also had trouble with retiring adventurers and unretiring fortresses before.

1032
Doing so would destroy the world economy. Also, that ruby studded platinum scepter is just right for scratching his back in the bath.

Why can lungfish climb/jump so damn high?

1033
Going to use DFHack to 'lair' the locations so that items don't get scattered between turns? Oh, and I suspect animals will need to be put in cages to stop them being randomly relocated into caverns.

1034
Good idea - I'm using the Phoebus tileset, so if your mod is compatible with that, I'll use it.

It's not my mod, I just use it. :)

It does include a set of files for use with the Phoebus tileset, however.

The only drawback is a tendency to build up unusable leaves when processing plants. It doesn't seem to cause much trouble to me though.

BTW, how long are you planning for each 'turn'? I guess the first turns will be the starting four players making the initial museums?

1035
Just a thought, but you could regen the start world with the Plantfix mod.

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