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Messages - Jetman123

Pages: 1 ... 56 57 [58] 59 60 ... 65
856
DF Gameplay Questions / Re: Two very loosely connected questions...
« on: June 19, 2008, 08:09:38 pm »
To view engravings you use the loo[k] option, and then press the letter of the engraving you see on the wall after moving the cursor over it.

Pushing people doesn't normally happen, only when someone gets "knocked away by the force of the blow". This normally happens with blunt weapons (shields, hammers, maces)

And as the second poster said, you need to grab limbs with a hand. If your hands are full (and most adventurers will have them full, with a weapon and shield) you need to put your weapon or shield away first by pressing p or just dropping it on the ground. Then you'll have a free hand. Grab his face with your free hand (left or right doesn't matter) and you'll see lots of new options. Make sure that when you're done you either [g]et the item if you dropped it or [r]emove the item from wherever you placed it (for most adventurers, in the backpack)

Also, if you don't have time to free up a hand, go for the throat. Any limb can put a chokehold there.

857
Instead of just having the coin stockpile be for unowned coins, why not have the option to make a "vault" room for owned coins? All coins that aren't being used go there. One could even make a "banking" job or a "banking" noble, depending on which is better suited, who will do all the coin hauling to and from rooms for the dwarves. Hell, give him his own (non player controlled) assistant haulers so it's more efficient. Owned coins would be put into coffers and sorted according to owner. If there are enough coffers in the room, the stacks will be split up so that there's a coffer full of a dwarf's personal coins for each dwarf.

Here's how I think it would work:
Urist McBuyer needs money.
Urist McBuyer works.
Urist McBuyer gets paid. The money goes immediately into the bank.
Urist McBuyer needs money. He requests some quickly from the bank (probably not requiring him to do anything - dwarves probably have a system or sometihng). A non-player-controlled hauler delivers it to his room, where he uses it as he sees fit.
Urist McBuyer spends some of his coin and saves the rest in his room for later on his "break" time.

If your fort gets too large, you can even implement a system somehow where you have dozens upon dozens of coffers in your room, and like stated above, each one belongs to a personal dwarf - but no coffers are used in personal rooms. The banker would keep track of transactions, the dwarves would use fake money, and just like the gold standard, each dwarf would have a certain amount of coins in their name that they never get their hands on. This would be more efficient, since all a dwarf needs to do is request fake money from the bank, and then the same amount of coins are moved from one coffer to another, which is about three squares away. The dwarf never needs to use his coins, just get fake money of the same amount from the bank, and the bank will keep track of how much money each dwarf has. Very efficient.

Having extra nobles or non-player-controlled haulers that come with the tax collector makes sure you don't have to have too many dedicated haulers.

Any thoughts?

858
Ohhh. I get it. I'm using a pregenerated world, all of which were made _before_ the current release, so absolutely no religions exist. Go figure. I need to create my own world!

859
DF Gameplay Questions / Re: waterwheel isn't waterwheeling
« on: June 19, 2008, 12:37:39 pm »
If you built the waterwheel over a dry bed, then flooded said bed so the wheel would start - it won't. You need to build a windmill and hook it up to the waterwheel in order to get it started, then it will start and keep producing power on it's own.

860
DF Gameplay Questions / Re: Relieved from duty is a BAD thing?
« on: June 19, 2008, 12:36:18 pm »
Yup.

The basic idea is - Your Skilled Wrestler has to retire and become... a peasant. He leaves behind a good career in soldiering for hauling duties and unskilled labor. That isn't exactly a happy thought for a dwarf.

Likewise, a craftsman wants to craft, and if he has absolutely no skill, he won't like being drafted. If someone came into your house during an invasion while you're gathering up your stuff for an evacuation, handed you a weapon, told you you were part of the militia now, and even though you don't have the _slightest_ idea how to use the weapon you were just given, you're told to report for duty immediately to risk your life. That isn't a very pleasing thought either. ^_^

861
DF Gameplay Questions / Re: So Elves don't want silk?
« on: June 19, 2008, 12:34:02 pm »
I think the ultimate hypocrisy involves Elves selling you wooden objects. I mean, what are they doing? Is this some kind of religious thing, where they have to prepare the tree just right or chopping it down is a bad thing?

But no - if you buy a wooden object from them you can't sell it right back. They hate their own goods!

Which might be why they're willing to trade all their junk for a few really nice +cinnabar mugs+.

EDIT: me make sense sometime

As the previous poster said, elves harvest deadfall wood, and I beleive they also have magic that allows them to shape (still living) wood into weapons without killing the tree.

862
DF Suggestions / Re: Divesuits
« on: June 19, 2008, 06:03:30 am »
Probably horrendously unreliable, of course.

Actually, the first real dive suit was made sometime around the first (wooden) submarine, using rennisance technology. It was basically a rubber suit with a glass helmet, with a hose leading to the surface where air was manually pumped in. The rubber suit was a shortie, basically, and only went to the guy's upper arms and legs. There it was tied off with rope, thick cord or twine, or a rubber tie, so water wouldn't get into the suit. It couldn't go very deep, but it was quite the technological marvel.

Though as others have pointed out, all it takes is for a dwarf to go off and get a drink instead of pumping, or for that watermill to suddenly stop pumping!

Not to mention that the tech level in DF is midevial, not renissance. Still, dwarves are crafty little buggers, and as the previous poster said would have quite a bit of drive to get to the bottom of the sea for metals!

863
I'm 99% sure that I am.

864
DF General Discussion / Re: Dwarf Companion
« on: June 19, 2008, 05:33:52 am »
So it's still being updated?

865
DF Adventure Mode Discussion / Re: Power Vacuums & Dead Leaders
« on: June 19, 2008, 05:31:37 am »
I've never seen a mayor come back when you kill him, so I'm guessing it's not implemented yet. Once the legends and the like get implemented during regular gameplay, ruler succession during play and out of play will most likely happen.

866
Oddly enough, on a new fort, all my dwarves are complete and utter athiests. That's the problem. And no immigrants are worshippers of any gods either.

867
DF Dwarf Mode Discussion / Re: Fuel Problems
« on: June 19, 2008, 05:18:54 am »
That would work just as well, yes. ^_^

Well, it wouldn't provide the carbon you'd need for pig iron... But I'm sure dwarves could figure out how to extract the carbon from carbon-based lifeforms.

Assuming dwarves are actually carbon based and not, you know, sillicon based. Or STONE based. (Which would make more sense)

Alcohol based...?

868
DF Dwarf Mode Discussion / Re: Fuel Problems
« on: June 19, 2008, 05:06:31 am »
Honestly, I think lignite, bituminous coal and charcoal should have multiple items made from a single raw resource. Fuel is way too scarce and magma is something way too many players are forced to go for. Having each wood log produce 2 charcoal, or each bit of coal produce two coke, would be great! Someone stick that in the suggestions forum!

869
DF Dwarf Mode Discussion / Re: Suicide-Proof Fortress
« on: June 19, 2008, 05:02:53 am »
The only way for a fortress to be suicide proof is for it to be encased entirely in adamantine (with air holes of course), have a self-sustaining food supply, have every room padded and every single dwarf comes into no contact with another dwarf, with no weapons, armor, shields, sharp edges, farming implements, tools, workshops, Z levels aside from the walls, or furniture. And even then I'd have my doubts. :D

870
I can't recall ever seeing a religion spring up among my dwarves. Amongst my human fortresses, perhaps, but not among dwarves. When do deities get created, how, and are they imported with immigrants or made up as the fort goes?

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