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Messages - DarthCloakedDwarf

Pages: [1] 2 3 ... 58
1
DF Suggestions / Re: Display Case as Lever
« on: November 10, 2017, 06:09:00 am »
though AI wont be able to discern this changes.
Well, why not? Just have it tied to their Observer skill, or something.

2
DF General Discussion / Re: Future of the Fortress
« on: November 02, 2017, 03:50:03 am »
Hi! First time posting here.

I heard there will be transformation and polymorph sort of stuff

1: Will there be new skills to accommodate unique abilities associated with transformations? Like, if I gain the magical ability to turn into a poison-spitting snake, will I be able to, with practice, become a Spitmaster or something? Can I become a master flier if I turn into a bird and practice for a long time?

Will there be different methods of transforming, with different results? Examples:
  • Can I turn into an anthropomorphic wolf, with some of my usual appearance traits and can be recognized as me but also a tail, and scent powers, and a bite attack-- Wolfman style. Or:
  • Can I turn into a wolf, but I retain the ability to speak, and no one can tell me from a normal wolf unless I say something. Or:
  • Can I turn someone into a newt, leaving them no less intelligent, but unable to do things newts physically can't do, like talk and use magic that doesn't involve speaking or movements newts can't do? Or:
  • Can I turn them into a newt, with all the physical and mental repercussions thereof, leaving them helpless unless someone changes them back?

3
So excited... I can't wait until I can use Dwarf Therapist for 43.05

4
I do not understand why this still is not in the game.
It is essentially impossible to play a 200 dwarfs fortress without it.
What in the world computer do you have that you don't get like 0.002 FPS with 200 dwarfs

5
DF Dwarf Mode Discussion / Re: Help with butchery stockpiles?
« on: January 27, 2016, 02:02:17 pm »
Refuse, not corpses? ...huh. Okay, that helps >_>

6
DF Dwarf Mode Discussion / Help with butchery stockpiles?
« on: January 27, 2016, 01:48:31 pm »
My fort has a thriving industry. We import caged animals, and export bone, horn, and ivory crafts for far more than the animal was worth.

But I'm having some trouble with the stockpiles, specifically what stays near and in my butcher's shop. I have multiple stockpiles but nonetheless the system is still broken, and I would like your help with that.

Butcherable vs non-butcherable corpses (and limbs): Is there a way to set a stockpile to only accept one or the other? I'd like butcherable corpses stored next to the butcher's shop (to trigger "Butcher a Dead Animal" but my dwarves keep trying to store goblins there :/

Spinal tissue: Is there a way to have this dumped automatically so it doesn't sit there and cause miasma?
Cartilage: Is there a way to have this dumped automatically so it doesn't sit there and clutter my butcher's shop?
Bone, Horn, Teeth: I'd like this moved to be stored in a stockpile next to my Craftsdwarf's workshop, but I'm not entirely sure how.

Hair/Wool: Is there a way to have this moved to a stockpile that accepts nothing else?

ADDITIONAL, SEMI-RELATED PROBLEM:
My hunter keeps wasting valuable crossbow bolts to hunt down chinchillas, which my dwarves refuse to butcher for some reason. How do I stop this?

7
The layouts for windows and linux are literally 3 posts above yours.
What does that mean?

8
Will this ever be updated for 42.03?

9
Not the end of the archive! Nnnnnnnnnnoooooooooooooooooooooooooooooooooooooooooooooooooooo...

*twelve minutes later*

...oooooooooooooooooooooooooooooooooooooooooo!

10
DF Suggestions / Re: The (Severely Debilitating) Heart Attack
« on: August 14, 2013, 01:05:42 pm »
What. Being happy has been shown to reduce your risk of heart failure. If anything, being unhappy for extended periods should cause increased risk of heart attack, as your dwarves become stressed out.

11
DF Suggestions / Re: Reach attacks, not weapons.
« on: August 14, 2013, 01:02:47 pm »
Sounds good, maybe even make reach adjustible, so that lashers (once whips are nerfed to something sensible) can hit enemies from two squares away. Additionally, it might make good sense to allow creatures to have this ability on their own, especially very large creatures like dragons or krakens.

12
DF Suggestions / Re: Imperious Conquest of the Barbarian Races?
« on: July 22, 2013, 12:25:07 pm »
The main reason I added this suggestion was because I don't really think the beastmen, as implemented, add anything to the game. You can't butcher them, you can't interact with them besides sending one armored axedwarf to kill them as practice... they're just there.

I created this thread, ultimately, as a potential way to interact with them, as well as a fun use for your military in the war arc. Also I like the idea of being able to add groups of other races to your civ, and maybe get immigrants into our fortress.

We all know, of course, how awesome non-dwarf immigrants tend to be. (Cacame, Asax anyone?)

13
DF Dwarf Mode Discussion / Re: What would happen..
« on: July 09, 2013, 01:42:14 pm »
There's more to it than that. Raw recruits with copper swords, for example, will do poorly; the ogre is big enough that a weak stab from a sword is likely only to make flesh wounds.
And not the kind of flesh wounds that remove an arm or leg, either.

14
DF Suggestions / Re: Mantis shrimps
« on: July 09, 2013, 01:18:21 pm »
And if there were any bugs introduced by these things, we could report them on them and be done with it.

You know, because mantis.

...not funny.

Sorry.

15
DF Suggestions / Re: Continued history
« on: July 09, 2013, 01:07:20 pm »
I'd really like to be able to eventually wipe out the neighboring goblin civ.  They've lost over 2,000 soldiers over the years, but every time I check Legends mode, the goblin civ's pop keep INCREASING :(.
Kinda tells you something about their gestation rates, no?

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