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Messages - Mookie Love

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1
DF Gameplay Questions / Re: Net worth = 207k, Architecture = 193k
« on: August 08, 2010, 05:07:46 pm »
You probably have a HFS somewhere :3 Have fun when you get to it!

2
DF Dwarf Mode Discussion / Re: The elves are so creepy
« on: August 02, 2010, 02:56:25 am »
i just literally ruined my pants laughing... thanks
I just literally hope you meant to say figuratively.

3
DF Dwarf Mode Discussion / Re: Tantrum spiral?
« on: July 02, 2010, 10:27:11 pm »
Those survivors could have also ended up with the personality traits that keep them from getting unhappy anymore.

4
DF Dwarf Mode Discussion / Re: Healing Criminals
« on: June 24, 2010, 08:46:45 pm »
Can you give the guards training weapons? That would probably be less dangerous than having them use their fists.

5
DF Dwarf Mode Discussion / Re: Party at jail?
« on: June 24, 2010, 08:36:06 pm »
Is it built off of a cage?
If so, it's probably set as a zoo, not a jail. There should be an option to use it for justice, turn that to Yes.

6
DF Dwarf Mode Discussion / Re: Times you felt like a jerk...
« on: June 24, 2010, 02:40:56 am »
Recently just had everybody gang up on a GCS that wandered in halfway during walling.

It went down easily enough, with only two deaths, Erush and Meng, but out of curiosity I checked their friends. Turns out there was a still-alive fisherdwarf who'd only had those two as friends, and that they themselves had been lovers.

Felt bad, man. Tried to get that fisherdwarf some nice things, but then I found out what forgotten beasts were, the hard way, and he didn't happen to be the only survivor of that.

7
The resident hippos loved to do this to my dwarves in the 2D version.

8
DF Dwarf Mode Discussion / Re: Getting rid of pets
« on: December 17, 2009, 06:36:47 pm »
I train migrants with pets in pumping or just let them socialize so that they're faster than their pets. Then I make them do some work outside, whether it's setting up walls or herbalism or woodcutting, around the time I'm expecting a goblin siege. Then when it shows up, everybody runs away, and the goblins usually focus on the slower pets first. You'll lose at least a few animals that way, if not all of them, and maybe a dwarf or two too.

There's some micromanagement as I get them all set up to be outside, but watching goblins slaughter those piles of kittens and mules personally makes it worthwhile for me.

9
DF Dwarf Mode Discussion / Re: Beserk Dwarf + War Dog=?
« on: December 14, 2009, 12:23:38 pm »
I like to assign at least one war dog to anybody who gets a fey mood. Just in case. More if they've got the equipment and/or stats to put up a real good fight, like an already-legendary miner or a woodcutter.

It's not like I'm in any shortage of war dogs.

10
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: December 05, 2009, 05:31:36 am »
So I've got two mermen. The mermaid air-drowned before she wandered into a cage trap, though. Merpeople can be transported easily once caught - they're surviving just fine in wooden cages in the middle of my horrifyingly messy stockpile. Here's my oversized screenshot showcasing this along with my ugly fortress design. I didn't initially intend for this fortress to last longer than it took me to catch some mermaids and play with some fluids.
Spoiler (click to show/hide)

I have a really nice ocean for catching Merpeople - there's a little separate ocean pool right next to the main thing in a perfect little funnel shape. If they happen to spawn in there, there's no way for them to get out the side of the map, and little chance of being beached by the waves. Another big shot.
Spoiler (click to show/hide)


11
DF Dwarf Mode Discussion / Re: Trick for lazy embarking.
« on: December 03, 2009, 01:57:28 pm »
I feel kind of dumb for not coming up with this on my own.
But all the same, I'll probably use it for my next fort.

It can either be upgraded or just torn down once it outlives it's usefulness.

12
DF Suggestions / Re: Make cats less suicidal!
« on: September 28, 2008, 01:16:55 am »
Even dogs would be a stretch.
Dogs dont sneak, they barrel by your legs and trip you.

iawtp.
And considering I imagine war dogs to be at least Rottweiler-sized (by dwarf standards, at least,) I know from experience that if they want outside when you open the door, they will get outside. Especially if you're carrying a 200-lb rock.

Right now it makes sense to me, I figure it's the difference between a door with a latch and a swinging door. What confuses me more about the way doors work is how you can switch it from one mode to the other completely effortlessly.

13
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 03, 2008, 06:58:12 pm »
1. I'd like to have the option to automate the Fishery, like the Butcher, Tanner, and Loom - all too often I get sidetracked by things only to realize that I have a mountain of raw turtle because the last order for it got cancled after they finished THAT mountain. Kind of a small addition, but something I'd really like to have.

2. The ability to engrave constructed walls and floors, it's no fair that ONLY underground forts get to have engravings.

3. The option to zoom to a corpse upon death, so that we can better keep track of where and why our dwarves are dying.

14
Uh, I zoned it out, which god does Mookie worship?

15
DF Bug Reports / Re: 40a display update issues
« on: August 19, 2008, 02:00:32 am »
The only time I got any sort of flickering at all so far is when I made the window larger than gridsize*tilesetsize covered, with blackspace set to ON. I usually estimate and overshoot the window size like that until I get unlazy enough to set it exactly.

The area of the window that wasn't covered by the game itself flickered like crazy. Needless to say, that made it necessary for me to go fix my settings right away.

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