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Messages - Granite26

Pages: 1 ... 270 271 [272] 273 274 ... 286
4066
DF Bug Reports / Re: 39b's bugs list.
« on: July 16, 2008, 07:20:41 pm »
http://www.bay12games.com/forum/index.php?topic=20785.0

Not worth noting in full unless someone else can confirm, but I had a dwarf that insisted on taking a break after every load to the trade depot.

After I loaded it back up, he was a little better, but still went to the zoo a lot.

4067
DF Bug Reports / [39b] Trade Depot Woes
« on: July 16, 2008, 07:03:47 pm »
I noticed my dwarves were not carrying things to the depot.  Thinking this may be a priority thing, I took one dwarf and turned off ALL jobs.  He is now carrying things to the depot, but goes to the zoo between every job.  He is spending as much time there as he is actually carrying items.  In fact the items he is supposed to be carrying are the stones from around the trade depot (so they are 1 square away.)

Potentially he is exhausted from carrying the stone 1 square and needs a break, but this is an experienced dwarf that WAS carrying mechanisms to the furniture stockpile, about 60-80 total steps.  (past the depot they were scheduled to go to, which is what tuned me in to the problem)

This is my first spring caravan.

I had no troubles with the dwarf caravan.

There are no mods, just graphics sets.  I backed up a save, if anybody wants it, the dwarf's name is Dibar Zefonsefol

4068
I like the tag ideas. 

I think we've already seen that behaviour tags should be supported in race (default) and civ (overwrites racial default).  At least that was the plan for the future that I took away from the previous nurture vs nature conversations.

Don't forget the Russian [Patronimic] system, which is pretty cool.

Finally...  Character names are often conglamerations of words in that language, no?  So conquerred peoples could change their names to the language of the conquers.  So the translation would still be the same, but the wording would be different.  This would be especially cool if only some of the words translated.

4069
DF Suggestions / Re: Prospector-like init.txt options
« on: July 16, 2008, 04:04:10 pm »
Part of the fun, for me, is prospecting for a site.  That is, reading the layers and trying to figure out the best place to site a profitable colony.

I think the hostility towards 'cheating' (that is, turning off the economy or playing a race with huge damage reduction, or using reveal and prospector to go straight to the 'good' sites) is that it cheapens the accomplishments of those who don't.  There's a certain 'whoah' factor to doing a lot of stuff in this game, and watching other people take short cuts to get there seems like it cheapens the acomplishments of those who only use the tools available in the game to get good results.

4070
IIRC if you set up a bed, don't assign it as a barracks OR as a bedroom, dwarves will use it as the hospital AND get a health recovery bonus from it (please confirm)

So most of it is already there

4071
DF Bug Reports / Re: [39b] Missing Trade Depot message when n/a.
« on: July 16, 2008, 01:33:39 pm »
Ditto... Minor bug, completely playable, but still wierd

4072
DF Suggestions / Re: Prospector-like init.txt options
« on: July 16, 2008, 09:28:48 am »
Just so long as cheating feels like cheating

4073
DF Suggestions / Re: World creation option: Stop Gen Now.
« on: July 16, 2008, 09:27:53 am »
Nice

4074
DF Suggestions / Re: Quick Suggestion: Export Any Legend Page to Text
« on: July 16, 2008, 08:42:51 am »
There's a request that seems to be under serious consideration to export the whole shebang as HTML (Or XML, or something)

I'll look for the link:

http://www.bay12games.com/forum/index.php?topic=5928.0


4075
DF Suggestions / Re: Make trading a little harder.
« on: July 16, 2008, 08:20:36 am »
I think you can view trade agreements from the [c]iv screen. 

THANKS!!!!

Anyway, I approve of the idea of increased economic complexity, but I think thats a future, the tail end of the caravan arc, if at all, thing on the list.

4076
DF Bug Reports / Re: 39b's bugs list.
« on: July 16, 2008, 08:17:36 am »
Maybe another bug, but whenever merchants arrive the message: 'The merchants need a trade depot to unload their goods' appears every time yet I have a depot which they have access to.

I'm getting this too... It's extrememly minor, but also prolly an easy fix

4077
DF Suggestions / Re: battles should be more deadly
« on: July 15, 2008, 04:30:06 pm »
There's a ridiculous amount of historical accounts of soldiers surrendering and being slaughtered.

Or executed.  (See Sparticus, for example, or a lot of WWII stuff)

4078
Let's face it... Elves are hippy hipocritical do as I say, not as I do, bastards, and always have been, from their 'ethical' only the wood you buy from US is ecologically sound, to their kill and eat people because it's not natural to waste the tasty tasty meat.

Seems like a perfect model of that rl sect in my experience.

4079
I think a good middle ground, not to mention something a lot more feasible at this point in time.

I like your whole suggestion

4080
DF Adventure Mode Discussion / Re: Dwarven Nobility
« on: July 15, 2008, 12:21:21 pm »
23 whole groundhogs, huh?  Does she say if it was single handedly?

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