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Topics - Craftling

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1
DF General Discussion / Dwarf Fortress now supported by Xfire!
« on: April 09, 2010, 06:20:36 am »
In the latest Xfire game support update, Dwarf Fortress is now supported by Xfire. Just point Xfire to where the Dwarf Fortress.exe is and it's done. You can even take videos and screenshots  ;D

2
DF Gameplay Questions / How long do Forgotten Beasts stay still for?
« on: April 07, 2010, 09:53:16 pm »
I have a forgotten Beast named Rotik. He is currently guarding my tomb against all types of nasties.
The only downside is that he has been guarding the tomb for the last few years. Without moving, at all. And my dwarves are to scared to go put anything in the tomb of my late planter.
How long am I expected to wait for him to leave?

3
DF Bug Reports / Jewler won't cut rough jems
« on: April 04, 2010, 02:47:27 am »
I have a Dwarf that has entered a strange mood. As he demands cut gems I decided to get my Jewlery industry up and running. But whenever I give the order for gems to be cut at my workshop I am informed that it cannot be done as I need Rough gems. I look around and notice some scattered around my fortress. I try again but am given the same response. So I build a jewlers workshop closer to the rough gems. Same response.
Bug or am I leaving something out?

4
DF Suggestions / Dwarven initiative
« on: April 02, 2010, 05:49:43 pm »
I was watching a woodworker build some beds when he ran out of wood. He then proceeded to start idling.
This left me wondering if it would be possible for dwarves to have initiative. Basicly so that they go cut down a tree when they need wood instead of waiting for you to order them to do it.

5
DF Suggestions / Choose height for digging
« on: January 16, 2010, 11:24:38 pm »
When digging out a tunnel, it should be possible to choose how high the tunnel is. After all, you dont want every human swordsman and his dog entering your fortress do you? Standard tunnels would be at dwarf height and for a full grown elf/human to enter they would have to crouch, impairing their combat capabilities. However, this could be considered impolite, if everywhere they went was to cramped for them to move properly. So a recommended height for larger creatures be availiable.
Does this make sense?

6
DF General Discussion / My geology test
« on: November 12, 2009, 10:25:10 pm »
PLaying DF helped me rtemember the minerals that I needed to know for my science test, like where they are found what they can be used for etc.
So THANKS TOADY! ;D

7
DF General Discussion / DF on xfire
« on: November 07, 2009, 08:33:39 pm »
All those with xfire remember to add your support to this http://www.xfire.com/forums/182627/topic/1250259/
I know its got some spam and it might not actually be offical but the more REAL support we can get, the more chance it has of getting supported. ;D

8
DF Suggestions / Playing in different times
« on: November 04, 2009, 03:32:11 am »
Make it possible to play during a different time periods. So you would be able to see an AI fortress before it was abandoned and then after it was abandoned during adventurer mode or destroy a civilization that would rise to destroy in the future. Might be a bit hard to do but  ;)
A bit like these.
•Bloat148, EARLY GAME, (Future): Start games in Age of Myth.
•Bloat149, LATE GAME, (Future): Run games passed the Golden Age into more mundane times.

9
DF Suggestions / Water freezing on mountains
« on: September 22, 2009, 03:47:27 am »
The higher up a mountain you go, the more you expect to see snow. But in DF there isnt any water/snow.
I propose that at a certain z level water should freeze.
Also having hypothermia would be fun.

10
DF Suggestions / Smoothed Ramps
« on: September 09, 2009, 03:46:28 am »
Ramps should be smoothable. When a ramp is smoothed it should be made into stairs. But only if the ramp if rock.

11
DF Suggestions / Rediscovering lost fortresses
« on: September 07, 2009, 11:43:47 pm »
When asking around in Adventurer mode sometimes you should be informed that, "There used to be a dwarven outpost a few miles to the north-east but we lost contact with it a few years ago".
Now when mining in Adventurer mode is set up you should me able to mine your way back into that fortress and rediscover things or maybe find that the dwarves still live in there or that it has been overrun by skulking filth.

12
DF Suggestions / Law
« on: August 30, 2009, 04:20:48 am »
Possibly, in order to add a little bit more depth into the game, I would like to be able to set my own laws.
Dwarves cannot have possession of X object.
Dwarves are not allowed to do X
Dwarves must do X
If Dwarves do not like a law they can appeal it to the manager. If enough of them do not like a specific law they could form a mob and hunt down the noble in charge of it.
Thoughts?

13
DF Suggestions / Age affects adventurer.
« on: July 18, 2009, 06:36:59 am »
When creating your adventurer it should be possible to choose your age. By default it would be set to the coming of age for the adventurer.
If you choose an age between 0 and 5 you would be a baby. Being a baby would include wnadering around and learning how to walk etc.
Picking 5-12 would have your adventurer going to school, doing minor jobs and exploring the nearby area.
Aged 12-16/18  your adventurer would be doing advanced exploring and more jobs.
Age 16/18 and on your adventurer would be ready to go off and do whatever he likes.
But when your adventurer reaches approximately 60 he should start to bald, get slighty slower and get injured slightly quicker.
*This is based on humans as I do not know what the appropriate ages for dwarves/elves etc. are.

Comments should be made depending on your age as well. Things like "Whats a young chap like you doing with a sword", "Beat it old timer" or "When I was a child things were different"

Age would not be compulsory and would just be a way to gain extra skills, build early relationships and immerse yourself within your character more.

This would all tie in well with the part in the development about descriptions.

14
DF Suggestions / Channeling from the bottom up.
« on: July 17, 2009, 07:21:47 am »
Thing is, I built a fortress completely revolved around having the river down one level. But I couldnt do that without pumps and I didnt know how to build pumps then. So I had an idea. Make it possible for the dwarves to dig upwards if they are trying to channel things if they can access it.
Or is this already in the game?

15
DF Suggestions / Animals stay outside.
« on: July 04, 2009, 01:52:48 am »
In most cities I have heard of, the animals stay in pastures, or outside the walls unless there is a siege on. Large animals(Cows, camels, horses, muskoxs etc.) should, by defualt be left outside. But if you need to bring them inside becuse of a siege there should be a order in the orders menu. But being cooped up with other dwarves big pets for too long should resualt in some unhappy thoughts.

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