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Messages - Hunterdew

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1
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: September 19, 2010, 08:06:55 pm »
Quote
will now be used for something entirely outside those bounds (like coating a weapon with syrup), that action might be anything from brilliant to quirky to wasteful to tyrannical to suicidal, depending on the situation.

The forgotten beast rÜsh onlçl has come!
A great troglodyte with skin made of waffle. Beware it's enrapturing fumes!

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 11, 2010, 03:53:08 pm »
Had a new migrant wave.

Got an Adequate Surgeon/Talented Butcher.

3
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 02, 2010, 06:45:14 pm »
Yeah traction bench to move the bone into place and a splint to keep it there so the doc can plaster it.
I think.

Had both.

Do you have chests/bags/containers set up in your hospital to hold the splints?

4
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 14, 2010, 01:20:37 pm »
When worldgen put "The Carnal Hill" next to "The Forest of Decency."

5
DF Suggestions / Re: [TENDS_YOUNG] Tag
« on: January 10, 2010, 04:43:10 pm »
I think the adoption idea is good, but I dunno about the tag.

Here's what's going on in one of my fortresses right now:
Mother died from insanity (possessed and didn't have enough materials) and the father is a high ranking member of the military. Even if the father was tagged, I wouldn't want him taking care of the kid anyway. The baby basically is wandering the fortress and receives food and water every now and then, so right now it is literally taking a village to raise a child (whoever is idle is feeding it). I'm not quite sure why the baby hasn't killed itself by other means yet, but it's receiving food and water so it will grow up eventually I'm guessing.

The idea of adoption is definitely feasible, and I might get some use out of it. Although I feel I'd rather have some way of dictating that the more useless in my fortress take care of the kind-of-orphans (the father is still alive, too important to take care of his kid). If cultures were to evolve to the state that they dictate who takes care of children, could it not also dictate who joins the military (it wouldn't allow you)? If that were the case, then would assigning a female to the military in a male-dominated military society be cause for ridicule and/or immediate expulsion? This kind of system could be used to make sure babies are not taken into battle with your military dwarves, and could give societal cause to separate the military dwarves from the ones taking care of children. Even if the society allows females into the military, maybe they don't allow mothers so they would automatically give the child to another dwarf who isn't in the military and able to care for a child.

Basically, separation of military caste from the care-giving caste could make sure your fortress guard and military dwarves don't carry babies into battle. Unless your society thinks that's a good idea.....

(Funny thought, my fatherly figure joined the military in order to avoid child support....)

6
DF Adventure Mode Discussion / Re: Your epic deaths?
« on: January 10, 2010, 04:17:34 pm »
Killing goblins, standard fare.

Surrounded by the guard of one goblin outpost, I rush towards one member and knock him and myself into a lake. His cohorts follow, and everyone is battling it out in this lake. Suddenly, night falls and the lake freezes over.

Died after being encased in ice. As unrealistic as that seems, (a lake wouldn't all freeze at once, would it?) I can imagine everyone still frozen in the positions they were in during the fight (most likely my sword going through a goblin) akin to Vesuvius. If they would stay frozen like that, I could imagine passers-by looking down and seeing the battle just frozen in time. Then I had the weird thought that it could be possible for my adventurer to be resuscitated, since he wasn't drowning at the time and his body is still basically preserved along with everything else in there.

7
DF Suggestions / Re: Underwater and shoreline vegetation!
« on: June 16, 2008, 02:34:24 pm »
This is a great idea, and I believe there should be a 'Quay' workshop that collects and processes the underwater things. Although the name implies that you have to build a portion of the building above the water (much like a magma forge). This would also prompt other buildings over water, such as fishing piers, docks (for trade boats), and swimming schools (to train divers, or some other building that'd be able to train the swimming skill easier than just throwing dwarves into 4/7 water).

Of course, with the additional water based buildings and boats, there'd be a foreseeable dwarven navy. And that just sounds awesome.

And now I'm off topic, so I'll stop here.

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