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Messages - mastahcheese

Pages: 1 ... 910 911 [912] 913 914 ... 951
13666
DF General Discussion / Re: Future of the Fortress
« on: April 10, 2013, 08:02:22 pm »
As usual, I imagine the victorious adventurer will be the legendary sneak.
How would you strangle a creature with seven different airways? That's how I always stealth-fight.

13667
DF General Discussion / Re: Future of the Fortress
« on: April 09, 2013, 11:54:18 pm »
What specifically in the raws prevents the multi-attack penalty for hydras? Some kind of [AUTONOMOUS] tag on each head? Does the body itself attack independently of the heads? (kicking, etc.)
The fact that hydras are legit now is all kinds of cool beans.
Im guessing that the body will follow one of the heads, and the rest will be independant, so basically you have "hydra head 1 + body" and 6 more independant heads. But that's just a guess.

13668
DF General Discussion / Re: Future of the Fortress
« on: April 08, 2013, 10:07:13 pm »
You could use something like "Devastated" to get away from the alliteration.
"Mezbuth McMarksdwarf was mauled by the many mutilated mangled monkey mummies, in Mastermourn, the goblin monolith"

Edit: Hey, wait, how would you get a mangled mummy?

In terms of the usability of mangled bodies, does ressurection follow a different rule than raising? Or is a mangled corpse beyond being ressurected as well?

13669
Don't forget the key bindings are available in game with '?'
I know but I find it hard to press ? every time, then select the keybinding section thing and then scroll down (if in a small window) to the one I'm looking for.
I find it easier to switch perhaps between 2 windos like a photo viewer and dwarf fortress.Its kindof why I made this.Its better to press alt-tab then to press ? then keybindings and then scrolling down.I guess you get what I mean.
No, I think he meant that the "?" key isn't listed in your image of the controls.

13670
1)  There are some migrants still hanging around with Xs over them, so they havent been settled yet.  Are those supposed to go to me or Blue since they are currently on Blue's side of the river?

2)  I can forbid the blue depot and make one of my own, but what can I do if the traders spawn on the wrong side of the map?
1) You get them, it's your turn, regardless of the river.

2) If they spawn on the wrong side, just lower the bridge, I think the lever for it is right next to it.

13671
DF Adventure Mode Discussion / Re: What Weapons Would You Recommend?
« on: April 07, 2013, 07:05:27 pm »
Morningstars are blunt weapons.
Actually, they aren't, here are the raws.
Spoiler (click to show/hide)
Clearly an edged weapon, adamantine would be effective

13672
7.Profit  (calculated in dwarven rum of course!)
fixed that for you

13673
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2013, 10:41:41 pm »
Well, you have to realize that these are dwarven beds that you are comparing them to, after all.

13674
How goes the migrant hunt?

13675
Galena 28: Kadol has succesfully brewed up some dwarven wine, Kogan has cut all of the gems in the fortress, and the boulder crabs now have a nest box inside the fortress. More booze is being brewed and we shall drink merrily!

Limestone 1: Autumn has come. Orders for trade goods have been giving out, and new rooms will have to be made for the insuing wave of dwarves that is sure to come.
Limestone 9: Ingish and Erith are hard at work (for once) mining out new rooms, and Atir and Cognitive have been mass-producing doors and beds.

Spoiler: New Rooms (click to show/hide)
Limestone 17: The new rooms have been dug out, and dining tables have been included into every current tenants' rooms.
Spoiler: The Living Quarters (click to show/hide)
Limestone 21: A second still has been constructed to speed up booze production, and Cognitive has been yelling out that she needs more logs. A larger area of the surrounding trees have been ordered for termination.
Limestone 23: Migrants have arrived

---------
Well, my computer crashed and I just lost all of this recent progress, I'll try to redo it later, when I not frustrated anymore.

13676
Hey sup can I have a dorf?
Sure, which one? We still have..
Spoiler: The Dwarves (click to show/hide)
Of the founding seven, and...
Spoiler (click to show/hide)
Of the Migrants. Do any of them sound good?

13677
DF Modding / Re: I need help
« on: April 04, 2013, 06:14:35 pm »
Will doing this in the raw file like zanzetkuken suggested work? (Only posted part of the dwarf profile)

Spoiler (click to show/hide)
Try it and see if anything goes wrong in the error log.

13678
DF Dwarf Mode Discussion / Re: Properly-equipped marksdwarves
« on: April 04, 2013, 06:13:15 pm »
You can never have too many war dogs.
Try playing in a reanimating biome.

13679
DF Modding / Re: I need help
« on: April 04, 2013, 05:51:25 pm »
You could also just use advanced world generation and set the embark points limit higher. :P
I already tried that, same result :(
Like I said, I'm fairly sure it's the skill limit set on the dwarves, you can only assign 10 levels of skills, regardless of how many embark points you have, and that can't be modified.

Ninja'd by i2amroy

13680
Malachite 22: Atir, (the original one) has begun making masterpieces, our thrones and doors have never looked so fine, and we toast him as we drink merrily! New areas around the wood working place have been dug out for future wood burning and soap making.
Spoiler: New Shops (click to show/hide)
The farming level will soon have a butcher's shop, and Ingish and Erith say they will make a hole to drop rotting animals part down into so we won't smell them. Kogan is working on cutting the gems so we can cart them off in autumn, and more beds are being made by Cognitive so we can set up more rooms.

Galena 3: Erith had an idea to allow Nomal to work hives in safety, she dug a hole from the surface down to a new hive room, and Atir can floor up the hole on the surface to keep it safe, it will just look like part of the road! Stodir is making some hives now and tonight we will give a toast to Erith as we drink merrily!
Spoiler: The Plan (click to show/hide)
Galena 8: Atir finished plugging up the hole, using up the last of the excess blocks. Chairs have been ordered to be placed in everybody's rooms, so that we may sit down in our rooms. Work is going well and we drink merrily!
Galena 22: Cognitive made us some wheelbarrows to speed up stone hauling, and coffers have been requisitioned to be placed in every room, except for Ingish's and Kadol's rooms, since they insisted on the pig tail bags.
Galena 24: We have just ran out of booze.

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