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Messages - Witty

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301
Double check all items to be looted acquired for anything interesting

+1

302
DF Gameplay Questions / Re: Kea > Badgers?
« on: June 26, 2015, 09:46:24 pm »
Something similar happened to me during my glacier embark. Starting seven decided to just go all fistacuffs on some poor yeti that walked into the wrong neighborhood. By the third week, he was quite bruised and dented, but other than that was completely passive and fine.

I wonder what causes this sort of behavior though. I mean, shouldn't one of those dwarves be able to land a death blow? Has anyone done any science on this occurrence?

303
DF Suggestions / Re: Where is the Polygamy / Polyandry?
« on: June 25, 2015, 08:57:28 am »
Definitely. Anything that adds diversity to civs is a good thing.

304
DF Adventure Mode Discussion / Re: Animals set up tents...
« on: June 24, 2015, 07:18:01 am »
Probably related to this

305
DF General Discussion / Re: King of the beasts new contenders!
« on: June 23, 2015, 08:05:25 am »
your forgetting marksdvarves and all birds mortal enemy, trees.

Getting marksdwarves to reliably attack a certain target is almost impossible - at least not without the help of strategically placed fortifications.

And that tree bug was fixed a while ago, IIRC.

Hunters could pose a minor threat to keas, sure, but they travel in packs of 5-10. Killing a few won't make that much of a difference.

306
DF Gameplay Questions / Re: Reliable GCS webbing
« on: June 23, 2015, 07:48:15 am »
I wonder if this is another symptom of this bug here

307
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 21, 2015, 01:49:20 pm »
You'll need to add the EDIBLE_COOKED tag to the blood and ichor material templates to have them be cookable in prepared meals.

308
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: June 21, 2015, 08:51:31 am »
You can't trade wild animals. The dwarves will just release them from their cages when assigned to bring them to the depot.

If they are trained to some extent however, they'll be tradeable . And it will help a smidge with the lag. From what I've gathered, large swaths of aboveground trees seem to be the biggest source of lag as of this version.

A creature's trade value is determined by their pet value, IIRC. And trogs don't have a pet value - probably because they're sentient. I could be wrong, but I think creatures with an undefined pet value will only go for 1 Urist.

309
DF Adventure Mode Discussion / Re: No NPC movement?
« on: June 19, 2015, 04:11:47 pm »
I too find it a little bizarre that nearly everyone in the world just stands around awkwardly in their little communal homes. I don't think we'll see expanded movement of peoples until they have actual jobs to do, which is still very far off dev wise. 

310
Well crap. Does anyone know what the changes are? They were fairly useful as a defense.

This is what was fixed

So now they shoot out actual globs of magma. Which still seem pretty damn effective, at least in my few arena tests.

311
DF Gameplay Questions / Re: Tame curious beasts
« on: June 19, 2015, 04:01:35 pm »
I don't think so. I don't remember having any issues with my war black bears.

I'm fairly certain tame gremlins won't pull levers and stuff like that. 

312
DF Adventure Mode Discussion / Re: Fire
« on: June 13, 2015, 07:54:47 pm »
Is choking on smoke going to be implemented anytime soon?

Sooooooon™

So no, not anytime soon

313
DF General Discussion / Re: Shameful admissions..
« on: June 13, 2015, 07:47:48 pm »
... No water, no magma, no carts, no megaprojects... When you take all that out, what parts of the game are left?  Do you just train for sieges all day every day? (New version must really suck for you...)

Heh, I'm one of those guys that just likes watching the dwarves do their thing. Finding the little stories amid all the hustle and bustle, that sort of stuff.

Sieges and megabeast invasions have actually been pretty plentiful for me in my most recent fort, which is always a plus.

314
DF General Discussion / Re: Shameful admissions..
« on: June 13, 2015, 06:53:01 pm »
I too have never pierced an aquifer, always modded them out.

After all these years, minecarts are still a complete mystery to me. Have never once attempted to use them in any of my forts - it just never seems worth the effort.

I rarely make much use of the magma on my map. Hell, most of time I ignore its fiery potential entirely.

Outside of big towers, I've never completed a true mega project worthy of dwarven engineering standards.

315
DF Suggestions / Re: Dragon Gizzard Stones
« on: June 12, 2015, 01:10:55 am »
this would be pretty easy to mod in

In fact, here it is;

add this to the dragon
Spoiler (click to show/hide)

add this in with the other rocks

Spoiler (click to show/hide)

It's pretty rough, but you get the general idea.

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