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1
DF General Discussion / Re: Future of the Fortress
« on: October 12, 2016, 05:18:29 am »
Will completely non-magical worlds also not have things like caverns or the magma sea?

2
DF Gameplay Questions / Loyalty cascade as undead approach...
« on: January 19, 2016, 09:54:35 am »
Not sure what happened, just stationed my militia outside after a necromancer +his undead showed up, and after a minute my dwarves started fighting each other. Very bad timing. Any way to figure out what caused this?


Save here: http://dffd.bay12games.com/file.php?id=11676

3
DF General Discussion / Re: Future of the Fortress
« on: October 15, 2015, 11:31:34 am »
Necromancers in the current version will write books about other books, but it gets weird when it says something like "It concerns the two-humped camel leather bound book The Arrogance of Hills", so...

Now that books are copied and spread, will they still be referred to as single physical things? Or will it be something more abstract that holds for all copies of a book, regardless of materials etc.

4
DF Suggestions / Re: Repeat forever without cancelling
« on: October 13, 2015, 02:28:58 am »
What's wrong with just using the manager? Jobs don't get removed from the manager's list.
You have to keep re-adding the order for 30 drink or whatever though, and the cancellation spam is a bit of a pain when there's an entire production chain in the way, like for metal equipment. I usually only order 10 suits of armor at a time, but I'm not too picky about how much coke and magnetite gets smelted.

5
DF Suggestions / Repeat forever without cancelling
« on: October 11, 2015, 07:17:51 am »
Such that I can set "Brew drink from plant" in the Still and not have it removed from the job queue after running out of barrels or plants. Or "Make coke from coal", or "Make silk pants", etc.

6
DF Suggestions / Re: Put sex symbols in trade agreement list
« on: February 04, 2015, 06:23:52 am »
Ah, I thought he was talking about caged animals in the trade depot; the liaison request screen couldn't make use of this effect:



7
DF Suggestions / Re: Dragons ought to start world gen fully grown
« on: February 02, 2015, 10:22:08 am »
To Keep things balanced so dragons don't kill off everything at the start.
I'm not too worried; Bronze Colossi and the like are already super tough and things usually work out alright.

8
DF General Discussion / Re: Future of the Fortress
« on: February 02, 2015, 02:42:00 am »
1.) Direct mapped to single codepoints
In this case, Toady'd be using it the same way he currently uses ASCII - one cell is one character; you just have a bigger menu to choose from. This might allow, say, ☭ for elves if Toady decided it. However, it could at least give us mechanisms as ⚙, the various arrows for minecart route designations (maybe ➿ for rollers?),  coffins as ⚰, a proper pick character in ⛏, chains ⛓...
Dammit even after i googled around, found and installed code2000, i still get error blocks instead of proper glyphs

9
DF Suggestions / Re: Dragons ought to start world gen fully grown
« on: January 30, 2015, 01:09:56 pm »
What if it spawned full grown dragons and a larger amount of juveniles?
Why?

10
DF Suggestions / Re: Put sex symbols in trade agreement list
« on: January 30, 2015, 03:44:47 am »
Though showing their sex symbol would also allow you to see if they've been gelded, wouldn't it?

11
DF Suggestions / Dragons ought to start world gen fully grown
« on: January 30, 2015, 03:42:56 am »
We have dwarves and others "having the appearance of someone x years old, was one of the first of its kind" to kick off world gen with some adults, so doing the same for dragons - who depend on being high age to be powerful - seems like a good way to give them back their respectability.

12
DF General Discussion / Re: Future of the Fortress
« on: January 29, 2015, 04:30:30 am »
This is sounding a lot like the old idea of separating material skill and task skill, so a dwarf who's worked a lot with rock through mining also has some idea of how to work the material into crafts.

13
DF General Discussion / Re: Future of the Fortress
« on: January 27, 2015, 12:03:45 pm »
I think I'd prefer if that degree of realism waited until the game lets dwarves try and learn without necessarily doing, like by observation of others, or planning carefully.

14
DF Suggestions / In-game Options menu for init and d_init.txt
« on: January 26, 2015, 06:30:26 am »
More accessible, and I personally would use it to make a macro that changes all the options every time there's a new version.

15
DF General Discussion / Re: Future of the Fortress
« on: January 26, 2015, 05:04:14 am »
 
Does the new need system that replaced breaks utilize zoos, statue gardens, and similar ilk at all?  Or will those need to wait for their own new zones and associated needs?   Have you considered modable zones with modable needs?
I would expect all those existing zones to still be used for Idle dwarves, and those who are just filling a need to socialise without drinking or singing.


Do dubious believers have lower spiritual needs (less breaks for prayer or whatever they do)?
How will dwarves fulfil their needs when there's no appropriate zone? Prayer could be done wherever I suppose, but socialising or merrymaking seems like they'd need some sort of organization. Or do they just get increasingly intense bad thoughts?

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