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 - Woodstock

Pages: [1] 2 3
1
DF Dwarf Mode Discussion / Re: The benefits of elephant maps
« on: January 07, 2007, 03:22:00 pm »
Did you block off the elephants' path to direct them into your trapped corridor?

Has that had any effect on caravans?

I'm on a Terrifying map with TONS of elephants.

[ January 07, 2007: Message edited by: Woodstock ]


2
DF Dwarf Mode Discussion / Re: Dwarven army = party time!
« on: November 01, 2006, 07:43:00 am »
Not to mention that when the economy starts up, the fortress is paying for them privelage of witnessing their drunken misadventures.

3
DF Gameplay Questions / Re: Door thickness
« on: October 15, 2006, 11:57:00 pm »
Yes, which must mean that the magma isn't precisely at its melting point, but hotter.

(in between melting and vaporizing). Something I remembered from High School!

[ October 16, 2006: Message edited by: Woodstock ]


4
Somewhat stated before, but I'll add something:

I've learned how to build a fully functioning cat ranch.


5
DF Gameplay Questions / Re: Narrow clothing and armor
« on: October 23, 2006, 11:08:00 am »
Narrow metal armor melts fine for me when designated under stocks. The problem is most of the narrow armor is leather, meaning it has no value to me at all. In fact it becomes a problem because it's sold in the clothing store, so dwarves buy clothing that they can't wear.

6
DF Bug Reports / Re: Rotted Corpses still take up tomb space
« on: August 24, 2006, 12:02:00 am »
That's how it works in real life too if someone's body is totally lost/incinerated/etc. The coffins serve more as a memory, since it's far more convenient to just let the corpses quickly rot away to bones, and then nothing.

7
DF Bug Reports / Re: Unable to get rid of "narrow" clothing
« on: December 03, 2006, 05:43:00 pm »
Speaking of bad-fitting clothing, how about a future option to automatically designate large and narrow metal armor pieces to be melted?

8
DF Suggestions / Re: Dragon Fortress (Future suggestion)
« on: December 12, 2006, 06:29:00 pm »
I also like the sleeping idea. It would let you effectively "retire as a peasant" for some time, letting you play as another civilization while the dragon remained dormant.

9
DF Suggestions / Re: Magma Forges are Too Easy
« on: December 06, 2006, 01:11:00 pm »
I think the forges are fine as they are, doing anything to make them hard to maintain would only break up the sense of automation that this game eventually gives to your industry.

10
DF Suggestions / Re: Seige Point
« on: December 04, 2006, 01:32:00 pm »
While a siege point is a good idea, I'm more for more intelligent controls for the dwarves during a siege, so my fortress's industries can keep running.

For example, if I'm using a ballista in my defenses, it doesn't hurt if my dwarves keep making ballista bolts and my haulers keep bringing them up to a nearby stockpile. It's just that when some of my dwarves get killed there's suddenly a huge rush for their equipment.

Perhaps an option to turn off gathering of unclaimed items?

[ December 04, 2006: Message edited by: Woodstock ]


11
DF Suggestions / Re: New Room Idea:Cold Room
« on: September 09, 2006, 11:37:00 am »
Or maybe some kind of wine cellar so you don't drinks competing with food barrels for space in a food stockpile.

12
DF Suggestions / Re: Priests
« on: August 24, 2006, 11:12:00 pm »
Sounds like a cool idea, but only if the priest (and his religious activities) have just a minor role in the fortress. We're undoubtably getting our ideas from real-life religion, which as we know is pretty much all-encompassing. Having a way to possibly cheer up bed-ridden dwarves would be cool, and maybe some other minor detail, but to have mandates and special rooms and religious punishment, it all seems to divert too much attention from the other aspects of running your fortress.

[ August 25, 2006: Message edited by: Woodstock ]


13
DF Suggestions / Re: Sentry Post
« on: August 23, 2006, 01:36:00 am »
How about making "guard duty" an option for on duty/standing down. You then select an amount of dwarves from a squad and they go and create shifts for each other based on the number of dwarves you specified*, doing whatever the standing order is, patrolling or stationary duty.

*for example, setting this number to "1" would have one dwarf at a time do a shift and setting the number to the amount in the squad minus 1 (having the entire squad go would make this option redundant) would have that many go, with the straggler filling in for everyone else while they are gone. That way, you could have, say, two squadmembers do their duty with the number set to "2", and then switch for two (or one, depending on availability) more that would stand in for them.

Dwarves off of the shift would act as if they were standing down, and not complain about guard duty. A nice way to automate your guards!


14
DF Suggestions / Re: More possible glass colors with metal impurities
« on: October 22, 2006, 04:24:00 pm »
Yeah, but imagine a dwarf getting a fey mood and asking for the most specific of colors... Requiring you to have them ALL stockpiled.

15
DF Suggestions / Re: Barrel materials and food spoilage
« on: December 30, 2006, 04:17:00 pm »
-That's another idea that looks to make the game way more micromanagement-intensive than it should be.
-Dwarves are hardy enough to drink booze out of ANY container.   :cool:

Pages: [1] 2 3