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Messages - wesai

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Thanks for the comments guys. That helped me a bit to understand how much my concepts are going to change in the future.

I hate losing any dwarf that makes it to the hospital, but still dies after days of surgery.  I once had a dwarf that had so many cuts, he needed 19 stitches and wound dressings.  He came to the hospital with 6 arrows embedded in his body.  There were multiple medics operating on him day and night and I thought he'd pull through :(.

Spoiler (click to show/hide)

Oh man, I feel bad for that dwarf now. I can only imagine the scene, it would be amazing if he survived.

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DF Dwarf Mode Discussion / What dwarfs you hate the most having fun with?
« on: December 06, 2013, 06:01:31 am »
Losing your dwarfs to fun is inevitable, but sometimes, we just can't accept some losses that well. As a new player, I absolutely hate losing miners, specially my legendary ones. I hate to recruit dabbling dwarfs for the job and watch them dig away slowly. So, what I've been doing recently is embarking with miners who are adept swimmers as well, so they can avoid possible fun with aquifers or other type of accidents. And every time I'll recruit a new miner, I'll make sure to create some sort of place for them to train their swimming skills before they can strike the earth!

So what is your hardest loss to accept? What profession do you evaluate the most?  :)

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DF Suggestions / Re: Climbing Animals
« on: December 04, 2013, 05:19:45 am »
About the multi-tile trees, Toady has already added a falling mechanic when they get cut down, they currently decide which way they fall themselves though (so you probably don't want all your woodcutters running around cutting down huge trees at the same time ;D).

As for the rest, it's a great idea obviously, although I doubt Toady hasn't thought of it. I guess we'll see what we get when he gets to adding climbing to non-adventurers ^^

That's awesome to hear.  ;)

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DF Suggestions / Re: Climbing Animals
« on: December 04, 2013, 02:52:28 am »
That's a neat idea. Since we already have prepared bonobo meat in the game, we can add bonobos who can walk on surface to find food or drink water, but could spend a lot of their times above trees, specially if predators, caravans or dwarfs show up. They would be in areas that are forested and warm to hot I think?

We could have jaguars ambushing from the top of a tree that is 2 Z-levels high. And that's just the beginning a lot more could be worked about those trees and animals.

What I would like about multiple Z-level trees is when you cut them, the actually fall like they do in real life. So when you designate your dwarfs to chop them, you have to tell them what side you want the tree to fall through WAXD to avoid possible fun. :)

This game has so many possibilities, it's amazing.

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DF Gameplay Questions / Re: About trading.
« on: November 26, 2013, 09:08:33 pm »
Thanks for the replies guys! Looks like I have to avoid trading these so I won't feel like I am cheating the system. :D

I understand the game is continuously in development and some items might be unbalanced, trading-wise. Hopefully things like that get a deserved look for a future patch. Anyway, thanks for all the replies. <3

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DF Gameplay Questions / About trading.
« on: November 26, 2013, 07:13:24 am »
So, why are spiked wooden balls so expensive when trading? I can buy-out entire caravans just with those spiked wooden balls alone, they are easy to mass-produce as well. Sorry for asking such a trivial question, but why are their values way high?

It almost feels like cheating when I mass produce them for trading, or am I wrong and they aren't actually that expensive, specially if you consider they can be made in early fortresses? Again, sorry for asking. I'm just a new player. :p

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DF Dwarf Mode Discussion / Re: MsPaint Scenes: I draw your descriptions!
« on: November 13, 2013, 10:17:28 am »
I love those drawings where you use only 4 values, absolutely fantastic. The cat killing the dragon is still going to be my favorite so far. :)

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DF Dwarf Mode Discussion / Re: MsPaint Scenes: I draw your descriptions!
« on: November 12, 2013, 04:24:51 pm »
Awesome stuff, I'm very impressed. :)

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DF Gameplay Questions / Re: Workshops and traps.
« on: November 10, 2013, 03:37:44 am »
Ohh, thanks people! That helped a lot. :)

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DF Gameplay Questions / Workshops and traps.
« on: November 09, 2013, 05:29:37 pm »
Hmm, I read somewhere that carpenters work slower if their workshops are cluttered with stuff they made, therefore, setting up stockpiles for the things they make will keep the workshops empty and easier to use. Is that true?

Another question, I've been making trap components such as spiked wooden balls recently to sell to a caravan but I cannot assign these components to any stockpile, and they just end up cluttering the workshops. The only way I manage to get rid of them so far is by setting up traps or selling, so... Is there a way to remove them from the workshops and put them in a stockpile? I tried making one but it does not seem to work. Help please!

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