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Messages - Nakranoth

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DF Suggestions / Re: Water Freezing
« on: June 27, 2008, 12:07:44 pm »
I kind'of like it. It doesn't even need to be as in depth as Granite seems to think. Just drop the 'hard freeze' temp a little, and add a new 'soft freeze' that only adds a floor of ice on top.
It means fish don't have to die, rivers can be crossed, but not damed up. And, when cave-ins are supported again, maybe even have falling through be possible (with refreezing, gaurenteeing death to even adept swimmers).

As far as multi-depth waters go, it seems like a bit too much work to add a handle beyond the top-most celing freezing before the rest of the water.

2
DF Suggestions / Re: Empty (item designation): alternate form of dump
« on: June 23, 2008, 11:01:21 am »
It wouldn't. But it does irritate underground dwarves to have the smoke fly up int thier faces. I probably shouldn't have ranted quite so much and lost a bit of the meat of the post.

3
DF Suggestions / Empty (item designation): alternate form of dump
« on: June 23, 2008, 10:49:38 am »
Okay, I did a little poking around, searched, and checked the wiki and couldn't find anything like this. If it's already suggested somewhere under a diffrent name I couldn't think of, sorry.

Right now, if you have a barrel full of unwanted whatever, (fat, 2 beer, etc) or else a bag breeming with pigtail seeds, you only have 2 options, dump the offending container, or go through and dump individual items (which may/maynot work for the beer issue). I would probably make a lot more sense to be able to make a container with an "empty" designation. Once marked a dwarf would come by, pick up the offending barrel/bin/bag/quiver/etc haul it off to the nearest dump and start dropping the contents off one by one (to account for flat dump sites).

I think the best way to then handle various issues that would pop up (like running out of dump room) would be to un-flag the container whenver it's either emptied, or there's nowhere left to empty it.

A sort of side effect to this that may/maynot be entertaining is properly handled dump-to-lava occurences. Right now, the only thing I know of that burns when dropped into lava without vanishing first is raw hide. More things there means needing chimneys, booze boil outlets, etc. and would otherwise be fun.

4
DF Suggestions / Re: Craft Practice Weapons!
« on: March 16, 2008, 02:07:00 pm »
As of now there's already (partially) the mechanism to do this in game. Whenever a marksdwarf goes to train, he Hauls the bolts he plans on practicing with, while still keeping his regular bolts in his pack. If we could designate items as being used for training, (kind of like forbid) the dwarves could continue to have thier things, but Haul (and use) training ones whenever they spar. And have an ingame toggle option for prefer/require training items.
This would also let us Only use the bone/wooden bolts to train, while leaving our precious iron/steel ones available for true combat/hunting.

5
DF General Discussion / Re: Region files?
« on: January 31, 2008, 08:05:00 pm »
Nevermind. I found them. If anyone else runs into it, from my docs, it's appdata\local\virtualstore\(dwarf fortress' path)

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DF General Discussion / Region files?
« on: January 31, 2008, 07:28:00 pm »
Okay, this game seems like it hides its newly generated region files somewhere, and I can't find them. I'm using Vista  :( and I think the old ones (7) are keeping me from making new ones. I've gone as far as deleting and reinstalling the entire game folder, and all of them are still there. Any ideas?

7
DF General Discussion / Re: Ugly dwarf eating habits
« on: January 31, 2008, 07:31:00 pm »
I've found that if you forbid the vermin in the trap, it'll keep your dwarves from eating it, but still lets you train them, 'cause they apparently train the trap, not the animal  :D.

8
Thank you so much!  :D

9
Umm... would someone mind posting a generated world? Mine keeps crashing at recounting legends...  :(

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