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Messages - mickel

Pages: [1] 2 3 ... 79
1
DF Suggestions / Re: becoming an adult
« on: September 12, 2010, 05:15:11 pm »
Well... this is a fantasy simulator after all, I'm confident this sort of thing could develop.

2
DF General Discussion / Show your real life artifacts
« on: July 09, 2010, 05:21:16 pm »
I confess, I am starting this topic just to show off. But that doesn't mean you can't show off too! I get to start though.



This is Robekeser Orabôfid Stòkïd, or Barbsparkle the Leaky Cup of Impaling. I won't even pretend that the craftsdwarfship is of the highest quality. It is made of iron wire and iron thread. It is encircled with bands of copper thread. It doesn't menace with spikes of iron wire anymore but it sure did during the making of it... and how!

I made this for a fellow DF fan who was totally unimpressed by it, upon which I had a tantrum, tore loose his apartment door, and trashed the furniture. >:(

Well, okay, I didn't.

3
DF Gameplay Questions / Re: 0.31.01 Military F.A.Q.
« on: April 08, 2010, 09:19:47 am »
I can't set schedules for anything but the active/training alert. Regardless of which alert I have them set to, it's always the active/training schedule that's being set... I think. Out of many bad interface screens this one is the worst.

How do the squad alerts relate to the civilan alerts? It seems apparent from the interface screen that you assign squad alerts per squad per civilian alert level? Or not? And the burrows selection on the far right, is that for the active squad, or the civilians, or what? And where do I get an overview of all the squads and what they are set to do on one screen?

Does a need to have a particular alert level active in order to change that schedule? It doesn't seem like it since I always change the "active/training" schedule regardless of what the squad is set to. And are the alert level schedules per squad or per alert level?

Frankly, this interface is awkward to impossible degrees, even by Dwarf Fortress standards.

4
DF Suggestions / Re: Automated Delivery : Chutes and bucket lifts.
« on: February 14, 2010, 06:12:02 pm »
The bucket lift gave me a vision of a paternoster lift. And that gave me visions of the horrible dwarf-deaths that can be had.

5
Hehe, yup. The first time I played adventure mode it made me a little nauseous, then something clicked in my brain and I just had fun unleashing my inner psycho.  :)
Yea, it's funny... I'm unable to be evil in most games. It just won't work. It's not that I don't want to, I'm just unable? But Dwarf Fortress? After the first time you've had more than zero cats in your fortress, the gates are open and the inner psycho is out.

I got a hold of a lot of barrels of rum, and practiced throwing by setting off the barrels by throwing burning, live cats on them.

I can't wait for a time when I can do that without having to set myself on fire as well...

6
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 12, 2010, 07:33:42 pm »
When building walls and floors and the like, use uhkm to change dimensions.

I am facepalming right now.

7
DF Suggestions / Re: Further usage of the Alchemist's Lab
« on: February 12, 2010, 07:03:35 pm »
... You can't see ANY OTHER WAY to apply said acid on elves?
Like, a more DIRECT way?

But then you don't need acid that works on metals. You only need acid that works on elves.  :D Much easier to handle.

8
DF Suggestions / Re: Making the game playable.
« on: February 12, 2010, 06:56:32 pm »
I thought the fact that they always prefered the left side (often going to great and awkward lengths at reaching it) was a leftover in the pathing system from the 2D version where digging was usually from left to right.

If it's not, then what is it that causes a dwarf to consistently walk 200 steps around the entire map, crossing an outdoors area and a brook to reach the left side of a tile in order to mine it, rather than take two steps from his current location and mine it from the right side?

Or is this something that only happens on my computers due to some strange quirk?

I always envisioned the decorations on the bridges as some sort of railings...

9
DF Suggestions / Re: 14/14 total depths per tile.
« on: February 12, 2010, 06:49:09 pm »
I foresee hilarity when I look at the screen and wonder what all the blue cows are doing there.  :D

But sand flows? Snow drifts? Oooh. I want.

10
DF Suggestions / Re: Making the game playable.
« on: February 12, 2010, 06:10:02 pm »
Quote from: Phmcw link=topic=49268.msg1021973#msg1021973
If toady make a new, fancy ui, he will have to redo it entirely at a point, and it would be wasted time.
[/quote

Well, not entirely. It would make the game more accessible for testing. I know I would play this game a whole lot more if not for the byzantine interface, and I know a whole lot of people who love the concept but are unable to play the game at all for the same reason.

Software tends to have lots of temporary fixes that are discarded later, and DF is no exception. Just look at the entire 2D system which was thrown out, but still lingers on in bizarre bugs here and there, such as the tendency for dwarves to always want to stand on the left of the surface they're workig on.

11
DF Suggestions / Re: Quick, unambiguous and effective interface aid
« on: February 12, 2010, 05:52:52 pm »
Something just struck me that I've been suggesting before from time to time.

Naming levers.

It would be extremely useful to be able to know that the lever on the left is the "floodgates" lever and the lever on the right is the "drains" lever instead of having to guess.

Also, naming doors and bridges would be good. That'd make it easier to link up levers and bridges etc. It would also potentially make the difference between "The -Pumice Door- has been knocked down? Big deal!" and "The HFS Door (never ever ever EVER open this) has been knocked down? Oh, carp!"

12
DF Suggestions / Re: Immortal babies and superchildren
« on: February 12, 2010, 05:44:00 pm »
That depends largely on the wound, I believe metal shrapnel is not always 100% completely removed, and in the media the grandfather always has seems to have shrapnel wounds.  But yeah, children regenerate tissue at a faster rate than an elderly person, so they would heal faster and more completely.

There's also the tendency for old injuries - like bullet wounds - to start troubling you again as your body begins to deterioate.

I earned myself a brutal looking scar across the palm of my hand when I was around ten, from grabbing a white-hot iron rod. In a matter of months, it was completely gone...

...until now. I discovered that it's started to reappear gradually.

13
DF Suggestions / Re: Quick, unambiguous and effective interface aid
« on: February 12, 2010, 05:29:58 pm »
I wouldn't mind seeing a clear way of seeing which z-slice I am viewing at the moment. I keep going up when I should go down, and vice versa, and I can't tell at a glance which level I'm at and which levels I've built on, etc. This makes building at several levels a bit of a pain...

I'm not sure how to solve it though.

14
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 09, 2010, 07:11:15 pm »
Who says it's solid lichen?  A werewolf is half man, and half wolf.  Therefore, a werelichen, would be half man, half lichen.  (Or if you prefer, half man, half fungus, half algae.  That's an extra 50% right there, so already this monster sounds pretty deadly)

Orks from Warhammer 40K come to mind. In the current iteration of the story (they've been retconned a lot) they are hatched from pods which grow from spores. They are incredibly resilient because of their algal DNA that lets them just reattach a severed limb and it will grow back and function perfectly. It doesn't even have to be their own.

The only way to get rid of them completely (since they spread spores all the time) is by fire.

15
DF Suggestions / Re: eminent domain
« on: December 11, 2009, 08:35:03 pm »
A way for fortress rulers to appropriate things definitely should go in at some point, and every method should go in there. From having your blackops dwarfs steal the kitten through buying out an individual to invoking patriotic ideals (Ask not what your fortress can do for you...) should be possible, depending on how you run your fortress.

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