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Messages - puke

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3961
DF Suggestions / Re: More possible glass colors with metal impurities
« on: October 23, 2006, 12:24:00 pm »
quote:
Originally posted by Arawak:
<STRONG>im trying to say the dwarfs with their majestic dds are so retarded that they belive in the miasa theory</STRONG>

i dont mean to be a dick, but miasma is one of the more logical theories to come out of the dark ages.  rotting things do spread disease.  rotting things do spread bad smells.  its not a far jump to suggest that bad smells from rotting things spread disease, and while correlation may not always be causation, in this case its certainly close enough for government work.

anyway, DF has a very realistic method for making steel.  Why not follow a realistic method for making stained glass.


3962
DF Suggestions / Re: Fruits and fruit trees/bushes
« on: October 20, 2006, 06:44:00 pm »
or, you know, designate the entire outside area for a "gather plants" activity, and see what your farmers pickup.

3963
DF Suggestions / Re: Mosaic/coloring
« on: September 04, 2007, 05:01:00 pm »
yeah, this has been done in many forts.  Copperblazes has an axe, Orbinches has a VERY cool dragon.  Others that i cant think of the names of.. God i suck with names There was a cool one with a tree.

You can color one tile at a time with bridges.  you can make them out of any color stone, metal, or glass.  You can also color one tile at a time with ropes.  you can make them out of any metal or fiber (silk, ropereed, pigtail), and you can dye the fiber at a dye workshop.

this gives you a lot of colors and textures to work with.  The above-mentioned nameless fort with the tree also made use of various traps and pressureplates to create additional colors and shapes.  you can actually do some very creative and beautifle stuff with the existing system.

but yeah.  formal mosaics might be a nice bloat too.

edit: walls can be colored by replacing them with windows, doors, floodgates, etc.  you can use any color of stone, metal, or glass - depending on what type of structure you are building.  most of these things block room boundries, so are fine for interior fortress walls or specifically designed decoration areas.  dont forget to intersperse actual supports.

also, you can even engineer flashing neon-signs with carefully built gem windows.

[ September 04, 2007: Message edited by: puke ]


3964
DF Suggestions / Re: refloor
« on: October 17, 2006, 06:11:00 pm »
seconded.  I have a problem which i think is a bug, on the cave river.

I was digging out a nice large hall, and breached into a fork of the cave river, and now i have this lovely waterfall coming through my wall.

"thats nice," i thought "i'll just surround it with a little pool".  And so I proceded to make some floodgates to do this, and to filter the water through some statues to try to keep out nasty riverdwellers.

so i have something like this:

code:
 
#~~WWW###
#X~WWW###
#X.WWW._.
#&&WWW&_.
#......_.
#_______.
#........

#:wall
W:waterfall
~:river
X:floodgate
&:statue


so i pull the lever, and get this:

code:
 
#~~WWW###
#=~WWW###
#==WWW._.
#&&WWW&_.
#......_.
#_______.
#........

=:non-river flood-water


so i remove the statues and get this:

code:
 
#~~WWW###
#=~WWW###
#==WWW==.
#==WWW==.
#=======.
#=======.
#........

Thats nice, i think.  But I'd really like to adjust things there and have some statue islands.  So I pull the lever again to close the floodgates, and get this:

code:
 
#~~WWW###
#X~WWW###
#X=WWW==.
#==WWW==.
#=======.
#=======.
#........

"huh" thinks me.  "that sucked".  I think this is a bug with anti-flood not properly anti-flooding since there is a un-gated river square next to part of the flood, but its a floor not channel, so i think it should be okay.  If its a feature and not a bug, it sure would be nice to be able to dam up that floor square and mop things up a little.


3965
DF Suggestions / refloor
« on: October 16, 2006, 01:35:00 pm »
i searched for this topic, but perhaps my search-foo is poor.  Maybe this belongs in bug reports...

I know the topics of rewall and filling channels has come up, but what about reflooring?

When rivers floot, there are sometimes squares created that transform from stone to "mud / dirt".  Most often you just get a muddy stone floor, which can be cleaned.  Sometimes though, you get a square that transforms to a "mud / dirt" spot.

I hear on the IRC chanel that this is due to a plant growing there and dieing, but i havent positively confirmed that (but neither do i have any reason to doubt it).

You cant build roads underground, and you cant smooth or clean the spot once it becomes dirt.  If you need a caravan path leading into your fortress, the only option seems to be to bridge over it, unless you have enough open space to engineer a cave-in on top of it, and then mine it back out.

So... is reflooring going to be addressed at the same time as rewalling and filling channels?

Thanks!


3966
DF Suggestions / Re: different flavours of mechanisms
« on: January 17, 2007, 02:34:00 am »
we can paint already.  you just have to have a trap or active duty soldier, and well positioned animal cages with hostiles in them.

you kinda have to use broad strokes, though.


3967
DF Suggestions / different flavours of mechanisms
« on: January 15, 2007, 02:02:00 pm »
it would be nice (as in very low priority bloat) to have different types of mechanisms.  like, light stone and dark stone.  or metal and even glass.  

and before you complain about the durability of a glass mechanism, its not going to be any worse than a sandstone or chalk mechanism.

the point would be, mainly, so that you could have color coded levers.  It would be nice to open my green glass floodgate with a green lever, for example.  or to raise my light-stone bridge with a light-stone lever.  this makes it a bit easier to track what is what, especially if you have a central lever pulling room with about 10 levers in it, or something.


3968
DF Suggestions / Re: a trivial but fun trap request
« on: January 14, 2007, 04:15:00 pm »
yes, but a wall of blades lends greater inertia to the blade that DOES hit.  I know they share inertia, since they are all built with one mechanism  :)

if you assume the creature is still alive for all the hits, it probalby gets its standard dodge chance for all the attacks.  which isnt necessarily a bad thing.


3969
DF Suggestions / Re: The Colossus
« on: January 14, 2007, 01:08:00 pm »
"i dont know what were going to do, sir! it keeps demanding elf tallow roasts and cow cheese!"

3970
DF Suggestions / Re: Evil Last Pit Demon Suggestion
« on: January 11, 2007, 05:52:00 pm »
i guess to avoid the endgame, you could play on a wolverine infested map and just extract all your adamantine from them.

or, you know, execute the adamintine king whenever he shows up, and just not mine any.


3971
DF Suggestions / Re: Core28, COUNTY
« on: January 09, 2007, 07:39:00 pm »
what about routing water in from outside?  this is possible now, though there may be z-axis complications later.  it might take slightly longer to get started, but its still totally possible.

even still, the idea of an outlying county from which you could muster some soldiers is awesome.  also, the idea of seasonal laborers that come and go would be frikkin awesome.  imagine once your economy was going, dwarves would come in from outside to earn money by laboring and producing things, then they would leave and take their money with them, excepting that which they paid to rent out rooms and eat.

other dwarves might show up at different times to spend money in shops and things, like the caravan but on a smaller scale and bypassing the trade depot and going directly to shops.

as if that were not bloated enough, nobles might lay down mandates regarding mandatory terms of service, or other interactions with the suburban dwarves.

but i'd like to think of those suburban dwarves as living somewhat like hobbits.  they would still burrow into hills and things, but anything that they lacked the underground infrastructure for they could leave on the surface or travel to the fortress for.  much like the early seasons of the fortress, when you need to leave a couple workshops and stockpiles setup outside the cliff face.


3972
DF Suggestions / Re: Wall Traps
« on: January 11, 2007, 05:29:00 pm »
i always assume they are located in nearby walls, if there are any walls nearby.  it gives more plausable locations for crossbows or all those multiple weapons in the multiple-weapon-traps.

if traps were actually located on walls, you would have problems with which direction they face.  imagine a wall that has open space facing two or three sides.  worse, imagine a pillar!  

as we know, you can only DETAIL one side of a wall, and you cant controll which side except by making sure only one side is accessable by the dwarf doing the detailing.  imagine the headache this would cause with traps.


3973
DF Suggestions / Re: Small creature caging
« on: February 01, 2007, 06:21:00 pm »
except that theyre the scale of purple worms, and create new tunnels through the rock.

roaring maggots are probably best left until rewalling and z-axis' are in.


3974
DF Suggestions / Re: Personalised professions
« on: January 12, 2007, 12:27:00 am »
perhaps a generic "custom profession" color and tile.  or leave their display profession with whatever their closest skill is, and just have their labor set be customized.

3975
DF Suggestions / Re: "Do Not Collect" zone designation, and saved n
« on: December 27, 2006, 07:43:00 pm »
this can be kludged around:

designate your dining hall as a stockpile, and order a transfer between it and another stockpile.  once empty, undesignate.


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