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 - Mel_Vixen

Pages: 1 ... 42 43 [44] 45 46 ... 159
646
189 - your Home civ has adopted Tiger-man Girls

(( Hey i enjoy that! All might to the Kemono girls! ))

647
DF General Discussion / Re: We're on reddit...
« on: December 08, 2010, 11:24:02 am »
And that fucking nginx problems.

648
yay Kitty-fight  :D

649
176 - You identify all people from Ireland and Canada as Elves.
177 - You Worship a marble statue in for of a Toad
178 - If you see a furry animal-peopel that isnt a Tigerman in the current Raws you wonder if toady has introduced a new version and nobody told you.
179 - Your sad that the Philosopher got removed while you read Nietzsche, Plato or Socrates

650
139: You think all Jade Crafts are Bogus because there are no Alluvial Layers.

651
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 07, 2010, 06:15:31 am »
Well if i get the figures right equal 50€ roughly a gold coin in medieval times. For df currency i would think 1 € equals 10 Shinys.

652
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 06, 2010, 05:55:51 pm »
On the other hand went some good deposits unused because there was not enough fuel thus charcoal to smelt the ore. The romans did just deforest half of the Continent.

653
DF Suggestions / Re: Pressurized steam
« on: December 06, 2010, 05:46:02 am »
You can limit the amount of existing steam if you add some of the smoke/miasma physics. Smoke and Miasma thin out at the edges. The problem with pressurized steam my be that you can compress that stuff so that you cant wok with 0-7 depth of water. The temperatur system might also help with the amount of steam if steam turns into water again.

654
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 06, 2010, 05:30:03 am »
I wonder what would happen if we were to build a wall across multiple embarks, blocking off a trade rout - would the traders and their pack animals get to the wall and freak out, doing that weird crawl thing they do whenever they get attacked at your depot?

Because that would be freaking hilarious.
Or use it to demand a toll

I can see it now: A dragon which leads ahuman civ blocks a road to demand 7 virgins per caravan coming through. To be fair i would do that too - i mean someone has to clean the lair right?

655
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 05, 2010, 06:19:08 am »
On the other hand does the sims not use a dwarfputer controlled irrigation system. Seriously rivers etc. would work fine but the more complicated stuff like our fluid based contraptions arent that time-stop resistent.

656
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 05, 2010, 04:39:02 am »
  So I saw the trade routes and all, and I was   wondering. Do you think you'll ever invent value based off how exotic an   item is? Say you've got a trinket made from the opposite corner of a   large world, or from a civilization that isn't even connected with yours   through trade routes. It should be rare and unique. Adventurers could   get items from distant civilizations for eccentric collectors.
 

Thats on of the goals on the old devpages. Core 79, Bloats 212, 163, 324.   

edit: Wow thanks for the answers toady!

657
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 03, 2010, 05:17:21 pm »
Yeah and they are perfect sources for diseases as soon we get them. 

658
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 03, 2010, 08:35:03 am »
VDO toady uses your algorithms for a greater good. now look at the small redlight in the upper left corner of the screen for 30 seconds *Flash* 8)

You have never written any world economy simulation. There wasnt a group of short bearded agents at your Computer to copy any of your nonexisting data. The sudden feeling of deja vu stems from the fact that you wear pants.

659
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: December 03, 2010, 05:20:40 am »
Just beautiful. heh good enough for economy schools i would think.

I hope all the data makes it into the XML and gets some filters. I mean its nice to see all that traderoutes but i would like to see the flow of certain goods, say diamonds or metals.

These Maps are pure gold. The help with war, economics heck one could use them to remote-controll other civs and start wars between them just by influencing the right values. The so called "Butterfly"-effect comes to mind you would need just the right time an place - oh that would be some wonderfull shemes for demons. 

Any Plans to make the civ-leaders aware of this network (in parts)? Will civs or entitys try to actively search for new resources and tradepartners? 

I also noticed that a number of the dwarfen civs (on the middle-sized island) didnt trade at all not even between theyr own settlements. Bug/Feature?

edit:

 
  I notice some of the trade routes go over water. Will there be some kind of sea travel anytime soon?
 
 
  This is pretty much a given.  It'd probably be easy enough to fudge some   numbers in world gen to get world gen "trade boats", what we don't know   is how boats would work in Dwarf/Adventure mode.
 

Well these traderoutes could also be realized via the caverns. The entire world sits on a giant interconnecting cave system so i would guess you could use certain shortcuts to get around oceans rivers and Mountain-ranges - kinda like the way through Moria in LOTR.   

660
DF General Discussion / Re: How long do we have?
« on: December 02, 2010, 08:14:20 pm »
Right. Well, some Eastern European country.

Slovakia? Prussia? Mongolia?

I must inform ze Kaiser! Wez are back!

Pages: 1 ... 42 43 [44] 45 46 ... 159