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Topics - Borge

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1
I'm sure many would agree a heavily maimed and disabled dwarf is more fun than a dead one. This would also simulate crocodiles and other predators eating your dwarves rather than just killing them and walking away. Sentient creatures could still target the head though, and making eyes, ears, teeth etc. at risk when the head is targeted would also be great.

How horrific/hilarious would it be to rescue a dwarf from the jaws of a large predator or gang of undead ravens only to find him torn to shreds and near death.

2
This is a rather complicated question and science may not have been done on it, but if my civilization does not export materials such as Brimstone or Platinum, could i set up a fortress that produces these materials on-site, export a large amount back to my Dwarven caravan, then retire my fortress to give my civilization access to these materials so i can get them in future embarks and order large quantities for importation?

3
Then i can greet invaders with a glorious sight. Obviously restraining in this way would cause permanent strangulation of the throat.



4
Is this even possible? Instead of dwarves being idle in the meeting hall, i would prefer them doing combat training with wooden shields and training swords. But if they are inactive in a squad they will prefer to do individual combat drills instead of perform important labors. Is there any way to have dwarves perform labors and then do military training rather than sit in the meeting hall with "no job"? Any other good methods to train civilians if this isn't possible?

5
What I have done is created a new fortress, and then retired the fort to move my adventurer to it, which I have now done. Even joined the expedition leaders militia. I unretired the fort and he is nowhere to be found. He is the same civilisation of dwarves, and in Legends it says for the last legends entry "settled in Goodsmiths" which is the new fort. Will he eventually appear in a migrant wave or something?

6
If too many stones are suddenly dropped on a single tile, such as from a drop, or dumped, they should roll off to an adjacent tile at random, with the potential to injure a dwarf. When a tile is full, it should act like a ramp, and if there are no adjacent tiles with available space such as in a filling dump site, the item should be placed 1 Z level above. This would eliminate the quantum stockpile exploit, and garbage dumps would actually become garbage dumps with careful planning where to place them. Possibly dumping into a large excavated hole. When the hole begins overflowing, it's time to incinerate the garbage dump.

7
At least zombies should be this way, maybe Husks could have some intelligence but at the moment becoming undead turns a peasant into a very skilled fighter. This should not be the case. Strength should be very high but agility should be non-existent.

Myself and my companions got decimated in Adventure mode by 3 undead Geese. They dodged almost every strike i attempted despite being very highly skilled. Not to mention they are nearly impossible to sneak up on unlike living enemies.

8
DF Dwarf Mode Discussion / Reason for lack of kobolds and goblin snatchers?
« on: December 28, 2014, 03:53:07 am »
I have yet to see either of these in 40.##. Anyone know the cause and/or solution?

9
In my previous fortress all i had was a nefarious mist that caused minor paralysis with short exposure. In my current fortress i have a Heinous Gloom that instantly huskifies any living creature it touches, so obviously it is far more serious with the fortress on lock-down during these events. I want to create my barracks outdoors with a clear view to the sky to prevent my soldiers becoming cave adapted, but having the mist climb over the wall is a serious risk. How many Z-levels above ground level would i need to make the wall to prevent the mist climbing over it?

10
I'll ask the specific question. It seems one of the biggest causes of FPS death becoming such a considerable problem in DF2014 is the simulation of the game world during fortress play. In 34.11 after 20 years of play in a labyrinth of a 5x5 fort i am still getting 56 FPS, while after 4 years with 190 dwarves and 1 cavern open on a 3x3 embark in 40.11 I get 14 FPS. Is the simulation of the world worth the price we currently have to pay? And can you ever seeing this issue being resolved while maintaining world simulation? At the moment i just don't see it as being worth it as it doesn't seem to have a major impact on fortress play beyond hearing news.


11
Before i submit a bug report, i wanted to ask if others had this issue where they only attack war dogs will perform is scratching, rather than biting and shaking as you would expect they should do almost exclusively.

12
Just had this hilarious moment during an accidental multi-level cave-in digging out the walls of what was to be a magma safe pump stack. I have had some hilarious moments but this has to be the best i have seen in my fortress. If it wasn't for her own mining pick she may have survived.

Spoiler (click to show/hide)

Looking at combat reports is one of my favourite things in this game. I would love to see your best so please share them.

13
I have access to magma if bridges are not possible for an automated garbage disposal system. By automatic i mean that once a dwarf has placed the garbage on a tile, it automatically gets tranported or dropped to destruction without any further action required such as pulled a lever to drop bridges or open floor hatches. I have noticed that a garbage dump placed over a hole in the ground means that dwarves will not dump into it, so you need to dump onto solid ground. My current garbage disposal system is just a floor hatch linked to a lever that drops garbage a few Z levels underneath raising bridges. I have easy access to magma as i found a magma tube in my first cavern.

Any ideas on how this can be done? Possibly with a stationary auto-dumping minecart with the garbage dump over a take-all stockpile that takes from links only so nothing gets placed in it accidentally? I have not played with minecarts so it would be a learning experience, any other ideas?

14
With the pull of a lever, i want one bridge to open, and another close with complete repeatability without further mechanics. The real purpose for this will be opening Bridges to drop magma into a collection pit while also activating a gear assembly to turn the pump stack on to suck the magma back up into the reservoir above. Can this even be done or simply impossible?

15
So i have 4 were-beasts with no friends stashed away in a vault behind steel doors and a bridge. If my entire fortress succumbs to a tantrum spiral, i have them there to pick up the pieces, as i have not yet had a vampire arrive. If every dwarf is dead except the were-dwarves, will the game end then and there as if no dwarves remain? Also will the 2 children who are were-beasts age to adulthood?

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