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Topics - Foa

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1
DF General Discussion / Tower Caps do exist! And other Shroom things.
« on: February 26, 2009, 01:05:52 am »
Okay, I don't know if anyone has poted this, but Tower Caps existed in prehistoric times. A fossil has been discovered in the Mid East, and it had a radius of three feet, it was the tallest species alive, at the time. Being that the fugus was the first on land, it paved the way for all life, and had a headstart. Supposedly tall as, or tall than modern day trees, they dotted the lands. ( Link )


Okay, skip to 6:00 of this TED video to see it. ( Same Link )

They are the source of life for all of  the plants on Earth ( Dirt cleaners, and literally the vein and vassels of the forests ) .

At about 8:50 and a while after it talks about Fungus Carbohydrates, just add oil, or petroleum to the soil.
At about 9:00 it shows a picture about the end results of the experiment, which are large and happy shrooms.
At a little before 9:20, it talks about why the fungus is the source of life, it brought insects, insects bring birds, birds bring seeds, seeds bring plants.

And since diseases and intoxicated waters are being introduced into DF, at about 10:00 or so, he talks about how it kills e. coli, pox ( at 11:00 ) , shrooms for medicine?

Then at ~13:30 it talks about shrooms that can kill insects, and through selective breeding, he was able to get the shrooms to attract the insects.

~14:30 he talked about extracts that are organic pesticides.
 
 A minute later it stated that fungus does increases growth of plant ( farming booster? ) .

Near the end, he talks about Shroom Ethanol Extracts, liquid fuel, from shrooms?

I conclude Tower Caps exists, Mushrooms are your Daddy, and Oil make Carbohydrates, and Big Mushroom.

2
DF Suggestions / Salmon Ladders: Labor-Intensive, Really Manly
« on: February 01, 2009, 10:29:44 pm »
It's simple, there are two poles, and instead of steps, there are pegs, you just get a staff, place it on a set of pegs, and flop like a salmon trying to get the staff gradually higher, and higher.

Or maybe half pipe ramps, though the actual half pipe is larger ( and has a more prominent ( jutting ) lip ) it should still be a pain in the ass.




Oh and what about, the Flying Feet, down a slippery slide, and while on the way down, you jump, to grab a rope that hangs horizontally, and you have to land under the slide.
G4!

3
DF Gameplay Questions / Lazy Dwarves: No Dumping
« on: February 01, 2009, 03:56:01 am »
I tell them to Dump things, they are in easy access of the objects, they aren't forbidden, and they have the Cleaning job, and the same Dwarves just sit around Eating and Drinking.

4
DF Gameplay Questions / This a good defense point setup?
« on: January 27, 2009, 07:44:18 pm »
Well the creatures are flowing through the sides as they attempt to go to the next storm of bolts.

Arrows count as etc.

Above



Below


5
DF Suggestions / Extruding more than adamantine strands.
« on: December 10, 2008, 12:46:14 am »
There are more metals that you can extrude into strands, like copper, gold, and iron.

We should be able to use these wires for more than metallic clothing, wires, wire cut traps, flails, crossbows, and other wafer/wire related objects.
( Piano, wink wink )

6
DF General Discussion / Urist's Training Stone Camp; Good idea?
« on: December 04, 2008, 01:48:04 am »
Utilizing obsidian farms, you too can hardball your dwarves, you can have them engrave, craft, dig, shoot, and anything else rock farm related.

You need an infinite lava source, an infinite water source, irrigation systems, and on site catapults and workshops.

Engraving, first you need to smooth, then engrave every available square.

Mining, you may need a large stone farm for this one.

Crafting, easy select the slaves, then build your sweatshop, make sure to keep it some distance from the farms, and not to drown them in lava, options vary for the crafts.

Catapults, use the stone made from the farm, have it so that the stones drop down when used, efficiency is capital.

Pump farms, useless but effective.

Swimming, this optional, but if you want you'll want to flood the non-farm/non-irrigation areas with 4/7 water.

Farming, totally off topic but if you got, you got to.

Building, with a possible revenue for block making, you may want to use them, then destroy the tower, from the top to bottom, and who knows, it may be pack with some things, when it collapses.


After many stones of labors you and your Dwarves will be muscular to a great fitness, it's like the natural way to the rumored legends of Asian ambition, the perfect warrior.

7
As it said in the topic name, what is the use of fishes in the streams, and lakes, other than target practice, fear inducers, and general difficulty in collecting.

So I decided to ask for harpoons, all we need is linear-ish rope physics, shooting large projectiles over z ( for the large catches ) , also the reeling in part.

You can use the whales, mermaids, carps, and many other living things including the goblins you want to use for economic products.

So that mermaid hunter, who made a thread about that one merfolk, gets his kill.
You the ocean trekkers can use the practically useless ocean, for survival.
The ones asking for boats, get whalers.

Exporting delicacies for the retarded buyers, so you can get that valuable object you've been selling out your dwarves' clothing for.

And general entertainment uses.

Then there is the issue of rope climbers, supplies to make a 100 square long rope, and damage issues, not to mention commands like non-lethal harpooning ( to get Urist McFuck'Nuts from getting killed by walking into the walkway of the goblin horde. ) .

Don't forget, animal cruelty in Dwarf Fortress is never enough.

8
You send Urist McTradeAgreementMaker, and his protection to Urist"KingdomPlace" to set up agreements.

You need to send money, and a contract, still pending, and debatable, and some guys to make sure you can get him to said place.

I don't really know about this suggestion, but it'll connect to the sight of a war arc, and help you with your trading isolation, assassination schemes.

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