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Messages - neblime

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781
DF Suggestions / Re: Witches!
« on: July 28, 2014, 08:11:43 pm »
Night trolls are the original witches. I don't see the need for a Disney witch in the game.
but night trolls are opposed to all life (or at least to all adventurers) so you can't get their procedurally generated stuff in cauldrons without killing them first (which would also mean you can only get once batch of it)

782
solid rock bottom,
i think there may be a problem with your plan.  Isn't it all SMR down there?

783
I have to say the oak leaves falling in the fall made me think the surface had caught fire. But they're beautiful.
i thought it was raining some kind of blood

784
my two cents is they're pretty useful but don't get too attached to them because survivability is low.  If you have a good breeding population you can throw a pack at every siege (at lest with 0.34 siege frequencies) but if you don't reserve some you can deplete your population pretty easily

785
Your dwarves are either storing something in the bedroom or picking something up. Try checking their equipment before and after.
on that note, are they always in active/training mode before you issue this order?  if not then you need to set their equipment to replace clothes on the military screen or they will have to run and get their equipment every time you activate the squad by giving it an order?
(but yes they can be pretty dumb about kill orders sometimes, most reliable method in my experience is to use stations to get wherever you need to go, in the case of melee dwarves they'll just chase down whatever gets close enough, for marksdwarves use kill orders when they're in range and the AI seems to work ok)

786
indeed.  have to postpone this one more day regrettably, but that's it I swear!

787
If they drop anything then it's likely because they couldn't equip it.
couldn't or WOULDN'T?
I took the cap off one of my buddies once and gave him a helmet to wear but he always thanked me and dropped it :\ (yes it was his size)

788
DF Adventure Mode Discussion / Re: Dwarf Racism?
« on: July 28, 2014, 12:54:15 am »
wow, not cool  >:(

789
DF Dwarf Mode Discussion / Re: Dead civ
« on: July 28, 2014, 12:49:08 am »
I've embarked on a few dead civs in .04 and i consistently get a monarch appointed after the first migrant wave (but never other positions, except mayor of course, although it's worth it to note that retiring will let the ai appoint all that stuff so you can have monarch, count, baron and mayor with 7 dwarves if you want!)

790
DF Dwarf Mode Discussion / Re: Socializing in a burrow
« on: July 28, 2014, 12:47:16 am »
yeah, how do you tell?  other than watching social skills/relationships over time I guess

791
yeah it's not like you ever REALLY need it if you have a volcano, it's just really easy if you want another hole for some reason away from the volcano

792
DF Suggestions / Re: Witches!
« on: July 28, 2014, 12:03:24 am »
ugh, it's unfortunate that such considerations need to be made.

793
DF Suggestions / Re: Witches!
« on: July 27, 2014, 11:00:30 pm »
Also some stat enhancing foods and drinks like coffee, coca and what not but I doubt Toady would ever implement performance enhancement drugs.
why do you doubt that?  it sounds pretty fun, I'm sure toady can be convinced if you add an eternal suggestion thing for it

794
dont make it so easy to turn drill and grinder on/off, require a connected lever!  (maybe even levers for the drill's other functions, just to make it more complex and difficult)  Also why should a miner operate it?  It isn't really similar to hitting things with a pick (is it?) maybe a mechanic or some new skill (drill operating?) should operate it.
grinder sounds fun, extract that goblinite from the raw goblin ore!
Not sure about extracting more minerals from plain rock.  I don't think it should yield blocks, they're supposed to be a well carved geometric shape or somesuch, ready for construction, maybe it should produce rubble or something?

795
DF Suggestions / Re: Medical positions increase Discipline skill
« on: July 27, 2014, 10:51:33 pm »
I think the problems this suggestion solved are better overcome by changes to how fear works at present.  of course it makes sense in some situations for creatures to be "overcome by horror" and flee (like when confronted by a vicious rabbit or aardvark) but in other situations maybe a more appropriate description of the effect on the creature is apprehension or dread.  imagine a dwarf is going to perform surgery on another dwarf, he sees the dwarf has particularly horrific injuries (maybe the initial reaction is disgust/revulsion), he (probably) wouldn't run screaming, but rather become nervous or otherwise disturbed, maybe he is less sure of his surgical abilities or other skills in such a state, and of course gains a bad thought.

All that said, it does make a lot of sense for medical expertise to inure dwarves to horrific injuries or the presence of corpses, but if they simply gain discipline it also prevents them from fleeing from a fight in cases where they're simply outnumbered and horrific injuries aren't involved, which doesn't make much sense.

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