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Messages - HorvathSaigyou

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1
DF Suggestions / Re: Necromancers and Miasma!
« on: August 24, 2011, 07:36:33 pm »
I can imagine magic miasma starting a zombie outbreak, or undead preferring to congregate around rot and death. It'd lend more danger than unpleasantness to a common enemy of all fortresses -and I can imagine these mass burials and rot pits we call refuse piles would quite attract the undead, or at least become haunted. Fortresses constantly loosing miasma gas through a ventilated refuse pile would reasonably attract zombies hungry for rotting flesh or necromancers looking for havoc to cause, if or not the goblin skeletons themselves got fed up and rose again.

Something that interests me is how we have no 'active' spells yet. Only raising of dead, scripted effects, maybe curses. An easy spell to make would be a 'miasma bolt' projectile -a virulently rotting object that sprays obscuring, vomit-syndrome inducing, zombie-emboldening purple gas until it hits it's target and explodes into rotting chunks. Assuming spells make someone exhausted from casting too many, I'd like to see stuff like that.

EDIT: seeing how this is almost exactly how fire breath weapons and web attacks work, I don't see any reason this can't be done.

2
DF General Discussion / Re: Dwarves can't use hospital buckets?
« on: April 08, 2010, 04:26:49 pm »
Try removing the coffer. Couldn't hurt, right?

3
DF Gameplay Questions / Re: Dwarves won't touch a pick
« on: April 07, 2010, 08:30:33 am »
Try removing their mining labor and then re-assigning it.

4
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 03, 2010, 07:34:00 am »
Notwithstanding the stair question I just answered;

I just dug  a single channel to allow a magma smelter to be constructed. I swear it was a single channel designated.

Somehow. I have ended up with a down ramp instead (with an up ramp below it as  you would expect).

Anyone?
Yes, I will try and replicate.

This is how channels work now. Your best bet is to send a dwarf down and remove the ramp below, which would erase the ramp above and actually make an empty space. I think that was put in to prevent dwarves from channeling out the area around them and stranding themselves. I'm pretty sure this is intended.

5
DF Gameplay Questions / Re: All they Do is Train Dodging
« on: April 03, 2010, 12:21:58 am »
They do combat training as well, sometimes, and sometimes they will do individual combat drills when off-duty. Try just giving up training and ordering your dwarves to run around and slay random wildlife instead. I had a dwarf go from dabbling to adept hammerdwarf just from chasing down a saltwater crocodile and bonking it with a crossbow for more than fifteen minutes. On that note, does wildlife seem a little more meek than usual to anyone else?

6
DF Gameplay Questions / Re: Do... dwarves... dissolve in water?
« on: April 03, 2010, 12:18:36 am »
Some people have this problem in fortress mode, too. Their upper bodies just melt off in the rain. Is quite disturbing. Doesn't seem to be very universal, or it's a very slow melt.

7
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 03, 2010, 12:16:42 am »
How do I like at a dwarf's toughness/strength/all the new ones in Fortress mode?
It's in the Thoughts and Preferences screen now. The values are a little harder to determine now, but to get a basic idea green text shows positive or high stats and red text shows low or negative stats. "Soul" stats are there too. Any stats not shown are neutral or average, I think.

For my own question, is it me or do crossbowdwarves not use archery targets for archery practice anymore? They seem to group up there for training, but just wait for presentations. I have all of my marksdwarves hunting and patrolling rather than training, because they actually use their crossbows on foes when I order them to(and hunters work) but it's a slow way to train.

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