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Messages - Drazinononda

Pages: 1 ... 6 7 [8] 9 10 ... 39
106
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 13, 2013, 10:07:16 am »
When I make a fort I usually designate a room in a high traffic area to be a lever room where I keep all the levers, and use a spreadsheet to keep note of their functions[...]

You know you can use (N)otes to mark tiles, such as levers? You can also forbid levers ('t' over them and forbid the first mechanism) so even if you forget and pull it before checking your notes, your dwarves won't actually take the job.

107
DF Dwarf Mode Discussion / Re: An... interesting FB
« on: July 11, 2013, 11:36:54 pm »
If you scroll to the right on the post, you'll notice it's pineapple opal, a gemstone... not a fruit.

108
DF Dwarf Mode Discussion / Re: Human megabeast
« on: July 10, 2013, 12:15:29 am »
Excepting, of course, liberal usage of cave-in dust and a room full of cage traps to knock out and cage both dudes, then remove the injured one and send him to Guillaume de l'Hôpital.

How is a mathematician going to help in this scenario?

109
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: July 10, 2013, 12:12:36 am »
Named a dwarf noble after my girlfriend since she was starting to show an interest in my fortress.

Said dwarf melted herself away to nothing constructing my first magma shower... (I forgot that liquid passing through a fortification does so at extremely high pressure).

Told my girlfriend about it. Finely crafted gabbro memorial slate is not enough to appease her. Damn.

The Corporeal Girlfriend has risen and is haunting the Overseer!

110
DF Dwarf Mode Discussion / Re: Human megabeast
« on: July 09, 2013, 02:25:46 pm »
So I was minding my own buisness in my latest fortress, when all of a sudden, I get a message that a mega-beast arrived. "That's cool", I thought, "Walking XP for my axedwarves". And then I checked the specifics of the announcement.

Spoiler (click to show/hide)

When I zoom to it (His? Her?) location, I find that it (He? She?) was caught in my alarm system of cage traps.

Spoiler (click to show/hide)

I'm considering sending this... thing to die in my arena. Advice?

He, judging from the male/bag symbol on the name. He's a werebeast of some sort but was in human form when he was announced/discovered. Probably came on the map as a beast, transformed back before reaching any of your citizens or creatures, and got caught in the trap on his way back off the map.

111
DF Dwarf Mode Discussion / Re: The Dojo!
« on: July 09, 2013, 01:46:28 pm »
Candy clothes can't be dyed - you can dye the thread but not the cloth, and when you weave dyed thread, the dye will be removed.

Since when?

Would it be better to make candy armor or candy clothes for my soldiers? Does it come down to quality (armor) vs quantity (cloth)? Or is forged candy armor better all around with the exception that it cannot be dyed?

Update: Clothing wears out. Nevermind.

It also isn't rigid, which I suppose is alright if you don't mind broken bones and brain soup.

112
DF Dwarf Mode Discussion / Re: Guys! I had this really cool idea!
« on: July 09, 2013, 01:41:35 pm »
I believe it was Girlinhat that started the first DF Multiplayer, using dfterm. I could be wrong though.

Found the thread.

113
DF Dwarf Mode Discussion / Re: What would happen..
« on: July 09, 2013, 01:37:12 pm »
I wouldn't count blind cave ogres as 'soft'.

If it's made of meat and one can easily stick sharp objects in it, it's soft. While ogre be killing one recruit, somebody other will stab monster in the back.

There's more to it than that. Raw recruits with copper swords, for example, will do poorly; the ogre is big enough that a weak stab from a sword is likely only to make flesh wounds.

114
DF Dwarf Mode Discussion / Re: Found Candy [NEED HELP!]
« on: July 09, 2013, 01:35:00 pm »
Actually, even if you've never revealed the caverns before, creatures still spawn down there. You just can't see it. Can be confirmed with DFhack's reveal/unreveal function and a bit of luck. FBs, however, definitely won't spawn. I think.

You should read the story of Asax. http://dfstories.com/asax-masterjails-the-most-awesome-cave-swallowman-ever/

115
DF Dwarf Mode Discussion / Re: How did he know I have platinum?
« on: July 08, 2013, 05:58:53 pm »
The axe is probably better as decoration than a weapon, though a really strong dwarf (>4000 Str) might be able to use it effectively as a sharpened bludgeoning weapon. I would recommend making a trap of it, dropping prisoners onto it, and seeing what the combat log says.

Dear Armok, this thing weighs 17 g! :o

For comparison, a silver maul weighs 13 g.

It is encrusted with round quartzite cabochons, decorated with wild boar leather and encircled with bands of platinum. This object is adorned with hanging rings of prase and menaces with spikes of gabbro, lapis lazuli and dog leather.

On the item is an image of Cele Actiondawn the Grizzly Intensity the cyclops and Fel Bronzesteppe the human in quartzite. Fel Bronzesteppe is shooting Cele Actiondawn the Grizzly Intensity. The artwork relates to the shooting of the cyclops Cele Actiondawn the Grizzly Intensity by the human Fel Bronzesteppe in The Rhythmic Forest in 196. (It's 514 right now.)

I like to imagine that the image is delicately engraved on one cheek, practically invisible when the axe is clean - but when it's used, blood will slosh through the channels of the image, staining the design red.

That is a beautiful image. I wonder if that's possible IRL...

116
DF Dwarf Mode Discussion / Re: Scorching climate
« on: July 06, 2013, 04:41:06 pm »
Having magma under a floor heats it, right? If the biome is "just a few urists under what is needed to melt dwarf fat", could you use this to selectively heat floors to fat-boiling?

Magma heats adjacent walls and floors to a predefined temperature, rather than increasing the total heat of the local environment. And that temperature is not hot enough to cause damage, which is good, because otherwise your Magma Smelters would also be death shops.

117
DF Dwarf Mode Discussion / Re: Getting Merchants to use bridges
« on: July 06, 2013, 04:33:01 pm »
Are there trees in the way? Any boulders (not mined, but terrain feature) on the path? Traps? Is the hatch in the roadway?

Also, if you Shift+D to see the accessibility, the green "Accessible" portion is counted outward from the depot, so it's useful for finding where the obstacle lies. Start at the depot and follow the green until it stops, and see what's around there. If you post a screenshot of the path and the accessibility map for it, we could probably tell you at a glance what's causing your trouble.

118
Wasn't there a bug that caused nobility positions to disappear under certain circumstances?

There was: 0006203: Baron got possessed, diplomat raising the status of my lands left, noble position disappeared.

Did your king get a mood, perhaps?

119
When someone defends repetitive game mechanics and says that you have to "work" in a game to achieve something and finally have fun in the game, i automatically assume he likes mmos / rpgs xD...

I can see where you would get that. I used to play Perfect World with my roommate, but just as a medium for interaction with him. When he moved out I left MMORPGs and haven't looked back since. They just aren't at all fun: if I wanted to do more tedious tasks I would go back to food service and make some money at it to boot.

But I think even though the planning and supervision of a fort in DF is a thought-requiring and highly strategic endeavor, most people would still call the actual execution of it "work." For example, setting up any half-decent minecart route requires a lot of actions that are individually quite boring and thoughtless: designating the track, building stops as needed, setting routes and route stops and linking all the stockpiles which are themselves specialized for what you want to haul where. You may spend ten minutes planning out the whole thing, but then another fifteen or twenty on top of that just do press all the buttons it takes to actually give the build orders.

You're right, though, about the aquifer-induced suspensions being excessive and unnecessary, so I apologize for calling you lazy. I, in fact, avoid embarking on aquifers for exactly that reason. Well, and FPS, but mostly because I'm lazy.

If you're just going for some way to get a shaft sunk through the aquifer without a lot of hassle, why not take the aquifer out (raw modding) and put it back in after the staircase is built? It would get done a lot quicker than using autounsuspend, because your dwarves wouldn't have to suspend and wait for the plugin in the first place.

120
I found an obsidian castle once, as well as castles made from pretty much every ore in the game.

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