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Topics - OddProphet

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I was browsing the update schedule of DF in general, and near the end of the page I saw that at some point more detail would be given to traps and mechanisms.  Highlights:

1. Weapon traps covering multiple squares
2. Z-level chicanery needed for rock traps
3. Rolling boulder traps
4. Traps requiring specialized parts

What would you like to see involving traps and mechanisms in the future?

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DF Gameplay Questions / Miners refusing work after first designation
« on: January 23, 2011, 05:58:37 am »
Hey, forumgoers.  I have a problem.

I'm running a new install of 30_18 with Mayday graphics, and my miners refuse to dig after the first designation on any level below the first.  I can get them to expand the first floor, and in the first designation they dug up a few stairs.  After that, they would only dig above a certain z-level.  This is a consistent problem for me.  Is anyone else having this problem?

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DF Gameplay Questions / Caged creatures/Dungeon Master question
« on: August 07, 2010, 10:28:07 pm »
Let me preface this by saying that I run 40d.  This is mainly due to the military interface being just a bit clusterelfy.

For some reason, a caged alligator showed up in my animal stockpile next to an equally mysterious and equally gigantic scorpion.  I have a pit, and I have a Dungeon Master.  What I need is to pit the beasts in a way so that they will roam the labyrinth and murder captives.

Speaking of which, if I do catch a goblin/kobold/elf in a cage, how would I go about treating them the same way?

Lastly, I feel that my lands would be improved if an influx of deadly beasts gave my DM and hunter squad something to do.  Is there a way to make this happen?

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DF Gameplay Questions / Pathfinding issues
« on: February 14, 2010, 02:28:01 am »
While doing some exploratory mining my alert screen became flooded with various dorfs suddenly "unable to find paths".  They are beginning to starve to death and I have become concerned.

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DF General Discussion / Music in DF
« on: February 12, 2010, 11:59:19 am »
The original theme is a six-string deal from Toady One, but it can get rather dull (no offense).  Muting the sound, one can play whatever they like while working/mining/sieging/committing war crimes.

Mining: Dethklok, Covenant (The band that made "Call the Ships to Port", not the pop band)
Working: Dethklok
Sieging: Dethklok
War Crime: Dethklok

Why all the Dethklok?  Murderface, of course.  From the first episode:
Nathan Explosion:  "And don't just buy booze! Dat ain't food.
William Murderface:  "What do you mean, "booze ain't food"?  I'd rather chop off my ding-dong than admit that!"

And as a matter of fact, yes, booze is food.
tl;dr: what do you listen to whilst you work?

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Nobles.  Cheesemakers.  Ashery monkeys.  All they do is scurry about your fort and take up resources, and I HATE THEM.  I hate them so much.  All new players are quickly overwhelmed with the idea that they must be fed, trained, and cared for, and all are high-risk for tantrums.  What I intend is a recipe book of slaughter, categorized by:

The time it takes to build,
The entertainment value of the death,
The cost-effectiveness of the trap.

For example, I, as a new player, have only two methods of mass execution:
1.  Lock the little bastards in a room with two battle axes.
2.  Channel out the room so it hangs suspended over a pool of magma, snapping the ledge when the sods lay down to sleep.

Feel free to get creative.

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