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Messages - winner

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421
DF Dwarf Mode Discussion / Re: Dwarves don't poop
« on: February 28, 2009, 11:56:29 am »
Toady himself said that he will never add excrement to the game.  So putting it in as a suggestion is fairly moot.
e said he wouldn't add it unless he could think of a way to make it fun. There is a difference between the two.

422
Over fifteen years ago, I read a short story about a dying dwarf who was the last member of his clan.  Everybody else had either abandoned the fortress or died in combat with the reptilian horrors which were invading from the cave river.  Also, there were a tribe of elves living on the top of the mountain which contained the dwarf fortress, and they worshiped a giant tree which was as much a part of the dwarves' lives as of the elves.  The story was the dwarf remembering the most significant events of his life before he decided to end it.

So for his death, he first killed a dozen or so reptiles in brutal combat with his artifact war hammer, then, bleeding from mortal wounds, he pulled the lever which would trigger a series of intricate mechanisms that would collapse the entire fortress, dropping the mountain ten feet or so.  So, he died in the arms of the mountain, clutching his life's greatest work, surrounded by the bloody ruins of his defeated enemies.  His last thought was something along the lines of, "My only regret is that I don't get to see the looks on those elves' faces."

If I still had the story, I'd take the time to type it up for the enjoyment of this forum.  For something that predated DF by at least a decade, it's the most DF-like piece of fantasy literature that I've ever read.

(edit)  I can't remember the exact name of the story.  It was something like "Doogan's Rest", where Doogan was the name of the dwarf.
I have read that story as well, I think it is in Dragon magazine.

423
DF Suggestions / Re: New suggestions-Cleanliness preference
« on: February 25, 2009, 10:30:43 pm »
well thought out, I can imagine them more or less appreciating some of the dirtier jobs like butchery. Although that might make personality have to much of a micromanaging impact.

424
General Discussion / Re: Scientific Dogma(?), and instictive thought
« on: February 25, 2009, 02:47:57 am »
Quote
Sooo 99.9% of the world does not use the official definition given by dictionaries and the likes?
yes you got it, words are not facts they are symbols of ideas.  [there is not much point in making them symbolize different things than they were intended to unless it is for a well timed "that's what she said"]

What is the point of pursuing free will, when instinct allows you to function successfully?

425
DF Dwarf Mode Discussion / Re: Effective Child Killing
« on: February 24, 2009, 11:31:24 pm »
If you want to sell the children into slavery instead of just killing them you could have them fall onto an array of cage traps.

426
DF Suggestions / Re: [FORUM] Toady is not God.
« on: February 24, 2009, 08:22:12 pm »
I think that by trying to quell all of this OP bashing (of which there is some, but not an outlandish or nightmarish amount), a larger problem is being created simply by focusing on all this negativity.   It's really getting to me, all this fingerpointing, countermeasuring, etc.
Are you being disloyal, comrade?

427
do they have any wounds?

428
DF Dwarf Mode Discussion / Re: What happens to water when floodgates close?
« on: February 22, 2009, 06:45:08 pm »
I believe it destroys the water.

429
DF Modding / Re: Question regarding plant biomes
« on: February 22, 2009, 06:39:56 pm »
plants require soil to grow so you generally wont see them in the wild.

430
DF Modding / Re: RantingRodent's Graphical Overhaul [1.0.4 Released]
« on: February 22, 2009, 12:39:24 pm »
I like your graphics; if you want people to tell professions apart more quickly then you could try giving each profession a distinct shape of negative space.

431
DF Dwarf Mode Discussion / Re: Machine components disappearing!
« on: February 22, 2009, 11:58:20 am »
Disconnected gears

Gears can be "disconnected" by being connected to a lever, and then activating that lever. However, be warned that devices connected vertically to a linked gear may collapse when disconnected. The same is true of a horizontally connected hanging device. An example is a windmill built directly on top of a gear: in this case, disconnecting the gear via the lever will cause the windmill construction to collapse.

In order to avoid this, create a second gear adjacent to the linked gear but not otherwise connected to the system; This gear will support the windmill if the linked gear is disconnected, but will not transfer power, since it only draws it from the now-disconnected gear.


Note that the above is only necessary if the windmill is entirely unsupported outside of the gear on which it rests. Windmills (and other components) which have "Stable foundation" in their q view should not collapse if a gear beneath them is disconnected.

more info

432
DF Dwarf Mode Discussion / Re: Water problem
« on: February 22, 2009, 11:17:59 am »
Imagine you have a U with one side one tile more full of water than the other. That tile teleports over to the other side to fix that and WOOPS that other side is now higher so it teleports over to fix that and WOOPS...

so water looses some pressure whenever it goes through a bend.

433
DF Suggestions / Re: [Index] - Suggestions not to Make
« on: February 22, 2009, 12:56:09 am »
"be able to abandon your fortress and have it survive" "resume world gen" "advance time"

434
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: February 21, 2009, 01:20:11 am »
just have them dump new fuel onto the burning fuel from above.

435
DF General Discussion / Re: Nano Fortress
« on: February 21, 2009, 12:52:11 am »
How would a mac version of this go about being made?

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