Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Miles_Umbrae

Pages: 1 ... 9 10 [11] 12 13 ... 19
151
DF Suggestions / Re: Hereditary curses
« on: July 25, 2018, 09:15:51 pm »

152
DF Suggestions / Re: Cleanliness personalities
« on: July 25, 2018, 09:13:03 pm »
When it comes to how hygiene impacts dwarves mentally/emotionally some dwarves could get negative thoughts from interacting with a smelly dwarf.

153
DF Gameplay Questions / Re: Gravitational physics.
« on: July 25, 2018, 05:25:25 pm »
I was thinking of ways to keep the main/living section of my fort in a completely separate "structure" from the mine section, complete with its own surface-entrance and everything.

154
DF Gameplay Questions / Re: Gravitational physics.
« on: July 24, 2018, 03:43:57 pm »
Items than enter free fall with a horizontal movement will retain that horizontal movement while falling and hit the wall (assuming it's reached before the bottom is). However, I think the collision with the wall is completely unelastic, so once the wall is hit the rest of the fall is straight down (a mine cart with sufficient speed will spread its contents, while at a lower speed the contents remain inside).

Does dumping into a dump-zone generate horizontal movement?

155
DF Suggestions / Re: Gambesons
« on: July 24, 2018, 03:32:49 pm »
We can decorate most things in the game with random details, so why shouldn't we be able to either repair broken/torn armor, or at the least turn cloth/leather into for example studded cloth/leather?

156
DF Gameplay Questions / Gravitational physics.
« on: July 24, 2018, 12:19:30 pm »
If I drop something down a deep channelled-out shaft, does it fall straight down to the bottom, or would it bounce off of the sides?

157
DF Suggestions / Re: Hereditary curses
« on: July 23, 2018, 09:04:45 pm »
Only vampires I know of that can have offspring are also sparkly when in sunlight...

*KILLS SPARKLY VAMPIRES BECAUSE THEY ARE THE WORST VAMPS*
Also if those are the only vampires that you know of that can have children you don't know enough about vamps

Well, I wouldn't assume that the vampire settling in a petty fledgling fort like the players fort is one of the original first generation vampires.
Nor would I assume vampires trying to hide out in the players fledgling fort would risk creating a hybrid offspring with powers to detect, hunt down, and destroy vampires.

Vampirism is a disease. You can't be half-disease. All children of a vampire should just be full vampires. Also this is about CAN, not WILL.
I'm talking about mythology, folklore and cult-status fiction.
What are you talking about?

I'm saying that they don't have to implement half-vampires.

Technically vampirism is a curse, both in Dwarf Fortress as well as in most fiction, mythology and folklore.

158
You could set up a crafting-workshop allowing one named dorf of each crafting skill, for that particular workshop you then set a seasonal order for at least one craft from each crafting skill.
This way a stone-crafter, a wood-crafter, a bone-crafter, and a leather-crafter can all share the same workshop.
Set up multiple such workshops with connected orders for larger needy populations.
(Adjust amount of crafts, material, and how often orders get repeated as needed)

159
DF Suggestions / Re: Earth Tree
« on: July 22, 2018, 09:05:19 pm »
UristMcVampire is a very new account so he is probably going through every post and thread out of boredom or something.

160
DF Suggestions / Re: Hereditary curses
« on: July 22, 2018, 08:57:02 pm »
Only vampires I know of that can have offspring are also sparkly when in sunlight...

*KILLS SPARKLY VAMPIRES BECAUSE THEY ARE THE WORST VAMPS*
Also if those are the only vampires that you know of that can have children you don't know enough about vamps

Well, I wouldn't assume that the vampire settling in a petty fledgling fort like the players fort is one of the original first generation vampires.
Nor would I assume vampires trying to hide out in the players fledgling fort would risk creating a hybrid offspring with powers to detect, hunt down, and destroy vampires.

Vampirism is a disease. You can't be half-disease. All children of a vampire should just be full vampires. Also this is about CAN, not WILL.
I'm talking about mythology, folklore and cult-status fiction.
What are you talking about?

161
DF Suggestions / Re: Hereditary curses
« on: July 22, 2018, 01:16:19 pm »
Only vampires I know of that can have offspring are also sparkly when in sunlight...

*KILLS SPARKLY VAMPIRES BECAUSE THEY ARE THE WORST VAMPS*
Also if those are the only vampires that you know of that can have children you don't know enough about vamps

Well, I wouldn't assume that the vampire settling in a petty fledgling fort like the players fort is one of the original first generation vampires.
Nor would I assume vampires trying to hide out in the players fledgling fort would risk creating a hybrid offspring with powers to detect, hunt down, and destroy vampires.

162
How about individuals feeling a "calling" to preach about a deity communicating with them?
Or what about cult-leaders?

163
DF Gameplay Questions / Re: How prevent hostile civ unit's visiting?
« on: July 21, 2018, 03:16:27 pm »
Completely off topic
Thanks for reminding me of why I hate coding so much...

164
DF Suggestions / Re: Hereditary curses
« on: July 20, 2018, 12:04:18 pm »
Only vampires I know of that can have offspring are also sparkly when in sunlight...

165
DF Suggestions / Re: Staves as weapons?
« on: July 19, 2018, 07:11:29 pm »
*sits back and enjoy watching the weapons-nerds geek out as predicted* 8)
*wouldn't touch that argument with a 10ft-pole - I'd really need an 11'4" one...*
*roles over laughing*

Pages: 1 ... 9 10 [11] 12 13 ... 19