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Messages - kirmaster

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1
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 24, 2015, 03:21:00 am »
After all these years playing DF I have managed to achieve two things with my current fort.

1) Magma, magma forges and of course, magma defenses... melting/burning FB is a sight to behold.
2) Found my first adamantine *snif*. I actually had to consult wiki as i had no idea how to process it (the material, not the feeling).

Too bad there's been no goblin sieges or any other threats (aside that one FB) :( my soldiers are legendary with four different weapon types. I actually WANT the worst to happen now...

Ürist McKuikka cancels process live feeling: path not found.

2
DF Dwarf Mode Discussion / Re: Planepacked(?) food
« on: April 25, 2015, 12:07:06 pm »
I like how the chef exeptionally minced ale.

This is a thing that happened before- can't remember what triggered it but it's in since at least 34.x .

3
DF Dwarf Mode Discussion / Re: Creative Moat Ideas?
« on: March 28, 2015, 10:04:05 am »
stupid question: why not dig it deeper?
Also, you can use the moat as a garbage chute dump zone- falling objects hit hard, and skeletons 9-z down are unlikely to be raised or if raised to be a problem.

4
DF Dwarf Mode Discussion / Re: Outpost liaison arrives but...
« on: February 17, 2015, 10:49:03 am »
I think this discussion can be easily framed within D&D's ( albeit not very clear) terminology:  Naryar states goblins are USUALLY EVIL, which means in D&D terms: will grow up to be evil under normal conditions.  They can be other alignments, however, due to different upbringings or personalities, rejecting the values of their society. As a logical consequence, it's probably a good idea to rain catapult fire on goblin armies without parley, since statistically they are here to kill and steal.

GoblinCookie, however, refutes that goblins are ALWAYS EVIL, like D&D's devils and demons: creatures made of evil stuff who can't good if their life depended on it. This is of course, true. There are peaceful goblins and goblins which have fled from their society.

So in all: goblins are USUALLY EVIL, not ALWAYS EVIL, and you should kill any of their armies and snatchers or suffer ruin. More conclusions can't be drawn from the currently presented arguments.

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DF Dwarf Mode Discussion / Re: The Greatest Threat to Dwarfkind (40.xx)?
« on: February 16, 2015, 10:09:13 pm »
trees and zombies.

6
DF General Discussion / Re: Human Fortress
« on: January 27, 2015, 10:27:59 am »
Do humans require alcohol, or does it make them worse? If they don't, is there anything they need to retain productivity?

7
DF Dwarf Mode Discussion / Re: How do I divert a river?
« on: January 27, 2015, 09:31:01 am »
dig a channel in the place where you want to have the river, except the first and last set of connecting tiles.
Place some floodgates, and hook them up to a lever. Now dig out the exit with the floodgates shut, and then the entrance. then open both floodgates and water should flow through the new channel, lowering the amount of water in the initial river to 4/7 or less- then you can build some floodgates in it and close them, so the new channel is the river. This is harder with  multi-level deep rivers, but solvable by making a bigger channel.

8
DF Dwarf Mode Discussion / Re: Unable to see any effect
« on: January 08, 2015, 12:44:55 pm »
And of course those somewhat rare mists that doom your dwarves to full body necrosis the moment they get exposed to it.

9
DF Dwarf Mode Discussion / Re: Skulls are too thick?
« on: January 08, 2015, 02:16:51 am »
This might also be caused by the recent change of bolt calculation: they used to count as bludgeons, making their tiny contact areas a great benefit, and heavy materials like silver functioned like .50 rounds. Now, however, they deal piercing like intended, so if the enemy has large fat or otherwise nonvital areas on the outside, its unlikely to inflict a killing blow.
As a side effect of this change, bolts are now less overpowered vs armor, and you shouldn't waste bolts on the undead- they don't have hit points anymore, and only bludgeons pulp, so shooting them with bolts doesn't do anything but aggro the zombies and leave you without bolts.

10
It can also be that a dwarf just picked up that bin to go somewhere, and all the other jobs looking for that thread in stockpiles dont find it because it is on the move. this is helped by either disabling bins or increasing the size of the stockpile, or to quantum stockpile.

11
DF Dwarf Mode Discussion / Re: Need help getting water...
« on: January 07, 2015, 12:23:16 pm »
Either you should make a well zone, and wih some buckets your dwarves will fill it with an available water source. If you don't have a river, dig deep for the caverns, they generally have water.

But this ignores the more pressing concern: you don't need water, except for hospitals. Dwarves roll so much better on alcohol. So build a farm and a still, farm some plump helmets, and go distill the plump helmets ( some other crops make booze as well).

12
DF Modding / Re: Weaponize Poisons
« on: January 04, 2015, 08:37:54 pm »
i also seem to remember that you can make weapon stockpiles in areas of already thrown deadly dust, have your dwarves have gloves and boots, and when they pick up the weapons, they convey dust-syndrome, which depending on the forgotten beast can cause mild nausea to immediate necrosis of the everything. I think one of the more famous succesion forts used it  with a nasty syndrome to make pretty much any foe affectable by syndrome a complete wipeout because they'd only need a single hit each before falling shortly after.

13
DF Dwarf Mode Discussion / Re: Finding Sedimentary Layers
« on: January 04, 2015, 08:10:32 pm »
It is a bit of a pain, but there is a way to search for any particular stone or mineral. Make a copy of your save folder. Using an editor that can find and replace in an entire directory of files, such as Notepad++, remove all [AQUIFER] tags from the save raws in Dwarf Fortress/data/save/(save-folder)/raw/objects. Add [AQUIFER] tags to the stone or mineral you are looking for. Start a new game in the altered save file, and search for aquifers.

You can also use "prospect all" from dfhack to check areas before embarking.
if you're brute-forcing it that way anyways, why not make a new tag? is the embark screen stuck on only the standard searchable tags, or can you just add one (for say, iron ores)?

14
DF General Discussion / Re: Dwarf Fortress 40_19 Starter Pack r3
« on: December 18, 2014, 05:45:51 pm »
I'm having a strange problem with 40.19r3 i also had with 40.11 of this pack- the zip opening says the zip ends unexpectedly, there is only the .bat for old versions and the .exe launcher, and when trying to extract it gives unknown format or is damaged, and the .exe can't be used. Redownloading does not fix this.  Win8.1
How big is the downloaded file? If you can check it, what's its MD5 checksum?
1,3 KB, 14C8EF6922652D4D9AEADD293B980E60.

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DF General Discussion / Re: Dwarf Fortress 40_19 Starter Pack r3
« on: December 17, 2014, 09:54:29 am »
I'm having a strange problem with 40.19r3 i also had with 40.11 of this pack- the zip opening says the zip ends unexpectedly, there is only the .bat for old versions and the .exe launcher, and when trying to extract it gives unknown format or is damaged, and the .exe can't be used. Redownloading does not fix this.  Win8.1

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