Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Necrisha

Pages: 1 ... 6 7 [8] 9 10 ... 22
106
In a completely unrelated fort, I once had a dwarf whose name was Mechanism Mechanismmechanism. He was a cook.

Heh, reminds me of a terrrible d&d joke that would be hilarious to re-create in masterwork: Gnomy, McGnome the Gnomiest Gnome the half-Orc barbarian....

107
DF General Discussion / Re: Nano Fortress (2013.1.25.1)
« on: February 02, 2014, 10:11:06 pm »
Does anyone have a copy of the Window XP compatible nanofortress available? the current available version hates XP...

108
Now that I think of it, maybe relying on the moral restraints of a community that spent countless hours discussing the merits of different forms of genocide isn't the best idea...

You forgot the rule preventing anyone posting from said account from changing the password too! Silly guy, if you're going to post comon sense rules, you gotta post them all or someone's going to rules lawyer you out of the account.

109
DF Dwarf Mode Discussion / Re: Why are my kings always vampires?
« on: February 02, 2014, 12:56:23 am »
Has anyone had a vampire king enter their fortress with a wife in tow? Cause if that's possible I might not remove vampirism on the world I gen for the purpose of having mountainhome fort.

110
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: January 31, 2014, 10:53:14 pm »
No problem, can't believe I still remember how to do that considering I only used it once wayy back around April I think...

111
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: January 31, 2014, 12:53:12 am »
Go Into legends mode. from there you should be able to get the gen info export through (p) from there in the main folder. (where you click the DF shortcut) You should have a txt document for the gen parameters including all the seeds. Copy and paste the information in the document into the embark_profiles txt document (at the bottom of the page) under Data->Init folder... you will want to name it something you would recognize. check the preferences for any ridiculous values before genning the world and make sure the first four settings are not set to random.

112
DF Dwarf Mode Discussion / Re: Multiple Food/Drink Stockpiles
« on: January 31, 2014, 12:38:54 am »
you can always take advantage of dump behaviour in front of pits. As long as you have the initial drop zone sealed off while food, drink and clothing are dropped you can completely seal off the experimental area. Or would that be too tricky to accomplish?

113
Hello all. I'll just leave this here for the next first migration wave  ;)

Spoiler: skills (click to show/hide)

Gah! glazer- missed the L somehow...

114
DF Dwarf Mode Discussion / Re: What is the best way to build a well?
« on: January 26, 2014, 11:46:06 am »
Yeah. I stopped doing that after a run of 4 consecutive games ended by an FB with deadly dust- the 4th one occurring within the same season as the well opening was dug. The sad part was that it was before any of my dorfs mooded as I was playing a isolated low population game.

115
DF Dwarf Mode Discussion / Re: What is the best way to build a well?
« on: January 26, 2014, 03:12:57 am »
Depends on how many extra haulers I've got. I'm usually bringing water down levels so I channel/mine out at least a 3x3 reservoir (average at a 7x7 for mature fortress) about 3-6 levels deep, digging an access tunnel in the bottom and walling off once complete. Either I'll dig fill tunnel into an aquifer/stream/river not taking out the final vital dirt/stone till I've added a floodgate hooked up to a lever for control. If there is no aquifer/moving water source for easy filling I make a smaller one (3x3 to 5x5) and designate as many individual mined out squares at the top as ponds, and make sure I have enough buckets for number of fill jobs this will generate. This works both from surface pools and cavern water though much slower. It's a baad idea to rely on the cavern's lake as the main water source as any flying creature (read FB) could easily enter your fortress through the well. Unless there's an artifact piece of furniture and a cave in trap involved.

116
DF General Discussion / Re: Next Release? Speculations?
« on: January 24, 2014, 08:08:29 pm »
But somebody WILL guess the right month :P

117
DF Community Games & Stories / Re: Orbtrances 2
« on: January 24, 2014, 07:33:44 pm »
ptw- Also what is the size of the map, out of curiosity?

118
On more rare occasions it'll be more useful. I've had a child mood for masonry and one for (stupid possesions) metalcrafting. They can also mood for leathercrafting and clothier... Still haven't got a child to mood for any of the smithing ones though.

119
DF Dwarf Mode Discussion / Re: [Ts3] Bay12 Games teamspeak Server
« on: January 23, 2014, 11:15:51 pm »
Kk... I'm still on a crappy comp. but at last I have Internet again and might join back in in a couple of weeks... need to find my headset.

120
DF Dwarf Mode Discussion / Re: Considering upgrading
« on: January 22, 2014, 12:22:12 am »
Well, the major one would be minecarts. My recommendation is to look into minecarts and how they've been weaponized.

Pages: 1 ... 6 7 [8] 9 10 ... 22