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Messages - Granite26

Pages: 1 ... 3 4 [5] 6 7 ... 286
61
DF Gameplay Questions / Re: Migrant Waves
« on: March 10, 2011, 02:10:09 pm »
Those are good arguments to cap the population itself, not immigration wave sizes...

62
DF Suggestions / Re: What about a good smoke ?
« on: March 10, 2011, 02:06:11 pm »
Opium wars sound fun...

Better than elves thinking humans look funny as a reason.

63
DF General Discussion / Crocodile fortress guard
« on: March 10, 2011, 02:03:34 pm »

64
DF Gameplay Questions / Re: Migrant Waves
« on: March 10, 2011, 11:43:15 am »
I'm not sure I understand why more dwarves are a problem?  Save for FPS issues, of course.  1 brewer, one farmer should be enough to keep 40-50 fed and watered, add 3 more and you are up to the pop cap.

Sure, they are running around like idiots, but so what?

Not being dismissive, I really am curious.

65
DF Dwarf Mode Discussion / Re: Favorite Housing Formulas
« on: March 10, 2011, 10:24:29 am »
I've started experimenting with personal burrows for my elites.  The first floor is a craft(raw materials) stockpile and a workshop.  Stairs to the second floor which has a personal dining room (with food/drink stockpile) and a bedroom.

After experimentation, I've expanded all the burrows down the hall to a two story stone stockpile.

Lock all the dwarfs into the burrow and voila...

For the pleebs, I use a central stacked hallway.  Grand staircase(3x3) to grand hallway(3x) to side hallway(2x) to 3x3 room.   Side hallways have 4-5 rooms, grand hallways have 3-4 side hallways.  Basically what carnes has, but with the hallway in the middle, and the whole thing stacked.

66
DF Suggestions / Re: Alcohol from milk ?
« on: March 10, 2011, 08:20:47 am »

67
DF Suggestions / Re: the possible impossible fort
« on: March 10, 2011, 08:18:14 am »
To be fair, unless you're using a tileset, you're pretty guaranteed to have some punctuation in your fort.

You're going to get me in trouble at work...

68
DF Suggestions / Re: True Sandbox-Mode
« on: March 09, 2011, 09:49:53 pm »
I think the word you are looking for is either newb, or lowest common denominator.

69
DF Suggestions / Re: the possible impossible fort
« on: March 09, 2011, 09:43:54 pm »
I'd enforce punctuation in my personal fort.

Same.

It's planned. Look at the dev list.

I think maybe that word does not mean what you think it does.

70
DF Suggestions / Re: True Sandbox-Mode
« on: March 09, 2011, 09:27:34 pm »
Do you think you would be happier if the game shipped with a world that had a few 'good' embarks?

I'm not sure what you think of as a benefit to painting the map to your liking versus embarking on a site that bears those traits.

Finding the perfect site is hard, but a new player is unlikely to be able to use all the features of a perfect site anyway.

71
also, a dwarf encountering an enemy that will chase it is likely to be returning to the fort.  That means that most of the time, a dwarf encountering an enemy will have that enemy closer to 'safe' than not.

72
DF General Discussion / Re: DF to DnD
« on: March 09, 2011, 09:19:45 pm »
You might do better with a map and a printout of the legends.

Use the map for movement, and use a likely legend to describe what the players see for the engravings.  Exactly what is engraved where is unlikely to matter.  I imagine you'll do a better job of picking topical stuff than the RNG does.  As far as 'what's the stuff that's in the square' in terms of items, players are unlikely to care about the general stuff (rock bracelets and whatnot), so it's better to give a general 'dwarven crafts are strewn about the room' than a laundry list of items in each square.  Especially when you pre-age everything (swords are rusty, crafts are beaten up, basically it's useless).  From a cinematic storytelling point of view, allowing your players to pick up any non-valuable item at any point encourages creativity on their part.  As far as the actual valuable stuff goes, I would say run a kobold filter over the fort.  Anything valuable and not nailed down or hidden should be gone, or moved into the hoard of a creature living in the fort.  As it stands, the effects of abandonment are more akin to a tornado than years of animal/thief traffic.

I see you mention that your players look for loopholes in order to catch you out.  My advice?  Find better players.

73
DF Suggestions / Re: True Sandbox-Mode
« on: March 09, 2011, 09:01:56 pm »
Are you asking to be able to paint a fortress, drop weapons, design immigrants, and then play that?

74
DF Suggestions / Re: Trainable cats
« on: March 09, 2011, 08:43:14 pm »
It also implies that creatures (demons?) that join the elves get this too, right?

75
DF Suggestions / Re: Trainable cats
« on: March 09, 2011, 08:11:55 pm »
What do elves have?

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