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Messages - WoobMonkey

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541
DF General Discussion / Re: Equipment drop
« on: November 22, 2013, 05:06:05 am »
No problem.  Military setup and command can take a bit to learn; once you do, however, it'll open a whole new vista of opportunities in your future play.  May your axe bite deep, whether in elf or tree!

542
DF General Discussion / Re: Equipment drop
« on: November 22, 2013, 04:47:45 am »
Disband the squad, and reform it without your woodcutter.  Alternately, set another civilian up with the wood-cutting job; he or she should pick up one of your spare axes and go to work.

543
A: Dwarven copyright lawyers are about as effective as dwarven diagnosticians.  Plus, the Tolkein family has connections to elves.

Q: Dwarves understand the wheel; they understand powered systems - why haven't they invented the automobile yet?

544
DF General Discussion / Re: Equipment drop
« on: November 22, 2013, 04:25:25 am »
This happens because once you set the axe as part of his military uniform, it is marked as part of the uniform, a weapon, and no longer a tool.

Moral of the story: don't draft your woodcutters or miners, at least not until you have backup axes/picks made for civilian use.

545
Roll To Dodge / Re: Buy Kitchen Traps In Market [DUMB MINIMALIST]
« on: November 22, 2013, 03:55:04 am »
Summon Giant Cave Spider.  Throw webs at the EVERYTHING.

546
DF Suggestions / Re: Not the usual UI suggestion.
« on: November 22, 2013, 02:18:59 am »
It's good manners to make your thread title a useful summary instead of something circumspect.

Noted, and changed.

547
Okay, guys - here's the world.  On it, I've marked six locales that seem interesting, each in its own way. 



<!> marks a locale, as suggested by puutuulion.  It's a very flat, frozen tundra.  Wilderness/Untamed wilds, with very deep soil and clay.

<2> Is wilderness.  Forested, with very deep soil, a stream, and clay.

<3> Is a haunted forest.  Much fun to be had.  Clay, deep soil, and a brook.

<4> Is a calm area.  Little soil and a stream.

<5> Is mostly wilderness mountain, with one tile of woodland.  Little soil, NO SHALLOW METAL, and a volcano.

<6> Is a calm, temperate zone.  Deep soil, clay, and a major river.


Other than embark <5>, all are pretty much flat.  All candidate locales have access to at least one shallow metal, one deep metal, and flux.  Except for <5>, which has no shallow metals.

Poll to follow.

548
DF Suggestions / Option to turn off hotkey help screen.
« on: November 22, 2013, 12:55:54 am »
Before anyone gets their knickers in a bundle, this is not yet another 'CHANGE/FIX the UI to suit MY desires!!!!' sort of suggestion.

This is a much humbler request.

Basically, I prefer to play DF with the play box fullscreened, the map and UI hotkey list hidden.  It's pretty sweet - until I try to do anything, especially near/at the rightmost edge of the map.

Then, it's just annoying.  The UI hotkeys, which I've already spent a good long time memorizing, pop up.  Okay, no biggie.  Except that when they pop up, they shift the focus of the main play screen out of the way.

My simple, humble suggestion/request: please allow me to turn this off.  If there is any way to make this behavior optional, I think it would add a lot to the gameplay's immersion; at the very least, it would remove the frustration of pressing 'v' to see what a critter/mob is all about, only to have to re-find it when the hotkey box pops up.

I'd really, really like to play DF without having to sacrifice 1/3 of the game's window's real estate.  I doubt that I'm alone on this one.

I know less about programming than I do about what happens inside the center of the sun; is this an unfeasible idea?  Just, I dunno, an option to NOT give the help window when trying to play?  I don't expect any changes whatsoever to how the UI is laid out, or the hotkeys themselves, or any such - there are, as has been explained (over and over again!) no real reasons to change the actual UI until the game is much nearer completion - but wouldn't it be nice (especially for veteran players) if the flow of the game weren't disrupted every. single. time. you do anything?

Just tossin' that one out to the wolves.

549
DF Dwarf Mode Discussion / Re: Soul powered weapons?
« on: November 21, 2013, 11:18:20 pm »
Shouldn't this be in SyrupLeaf?

550
I like trade, and I like water.  Sign me up.

If you could dorf me as an animal trainer/trapper/fisherdwarf, that'd be pretty sweet, too!

551
Oh yeah, as the metalsmith I assume i'll have very few duties (especially early on) until we start getting lots of goblinite.  I think that makes me a good candidate for the initial miner too.

OP updated to reflect this bit of good thinking.  Do you have any pet or item requests?

552
Did you guys end up hammering out the special rules?  I've been thinking of joining up, but I don't think I understand the OP very well.

553
DF Community Games & Stories / Re: Plaguechews; the Nature of Drow
« on: November 21, 2013, 10:34:38 pm »
They are Drow.  Drow need spiders, and the deep UnderDark.  Settle in cavern layer 2 or 3, and start caging/training war GCSes.

At least, if they're an AD&D-based Drow race, that is.

AFAIK, drow prefer hardened/magical leather armor, light (mithril, candy) chain mail, and high-quality short swords.  I don't know whether they're comfortable around magma - perhaps mod in a slave race or two, to work the forges?

554
I might be able for a turn so maybe put me in 7 place for turn and I would like to be a Farmer

Done.  Any particular requests for a certain embark, or any pets/animals/items you'd like your character to have?  You're our farmer; I think it well that you have something to say about the livestock situation.
Oak. Lots and lots of oak.

No problem.  I'll nab ya some 20-30 units to start.

555
DF Community Games & Stories / Re: Saltmine, The Spartan Succession Game
« on: November 21, 2013, 09:59:53 pm »
I don't mind having a new fort made, especially since this one was pretty much doomed right when you found the tent.

In that case, look for something like this:


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