Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Aqizzar

Pages: 1 ... 1081 1082 [1083] 1084 1085 ... 1093
16231
DF Gameplay Questions / Re: Burn severed head = get bones, not skull?
« on: June 24, 2008, 03:00:50 pm »
I've noticed this myself in fortress mode.  Occasionally some intruder will get his head lopped off and taken to the refuse pile.  (I like decorating with bones.)  Any limb chopped off, when it rots, will leave a single unit of bones - curiously, the original body, even in all the limbs popped off, will still rot away to the normal amount of bones.  Apparently, heads are counted as limbs - when a loose head rots, it too leaves a single unit of bones.  Not sure if it's really a bug or not, but it is odd.

16232
General Discussion / Re: Geroge Carlin 1937-2008
« on: June 24, 2008, 02:37:54 pm »
I'm surprised nobody called in to badmouth James Doohan.  He was reputedly a big jerk off camera.  Heck, he was the only surviving original cast member who flat out refused to take part in the Futurama spoof episode.

16233
DF Dwarf Mode Discussion / Re: Self-reference
« on: June 24, 2008, 03:10:31 am »
I don't think that comes into play until the Nanotechnology Arc.

Now there's a world flood I can get behind.  I imagine Greg Bear will have issues though.

Urist McHunter cancels job: Hunt: interrupted by grey fog.
Urist McHunter has dissolved.

16234
DF General Discussion / Re: Future of the Fortress 4
« on: June 24, 2008, 02:55:47 am »
Also I wanted to ask the community how long has it been since the last "Statues should work somewhat like engravings" suggestion? I KNOW it has been done... but I never actually seen it... (It is TOO basic, I wouldn't be surprised if it is written out specifically in the Dev logs)

I've been meaning to ask exactly this for weeks.  Kept slipping my mind.  But yeah, it just seems so basic, what with the new history and all.

16235
DF General Discussion / Re: Future of the Fortress 4
« on: June 23, 2008, 03:26:25 pm »
At last, building above ground towns won't aggrivate my wrists.  Or take hours.  I love having my presents told to me.  Makes the anticipation all the sweeter.

16236
General Discussion / George Carlin 1937-2008
« on: June 23, 2008, 02:53:03 pm »
http://www.chicagotribune.com/news/nationworld/chi-george-carlin-062308,0,2760767.story

Surprisingly, I don't have an archival knowledge of his quips on death.

Except of course, "They won't say I died.  No one ever dies anymore.  They'll say I passed away.  Or that I expired, like old cheese."

And now to move his name to the parade of dead people in the Recycle Bin.

16237
DF Suggestions / Re: Nursery
« on: June 23, 2008, 02:24:45 am »
Not the ones in Dwarf Fortress.


[PREFSTRING:terrible majesty]
[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]

16238
General Discussion / Re: Chinese government listens
« on: June 23, 2008, 02:19:41 am »
On the subject of Stalin's ego, he was born Iosif Vissarionovich Dzhugashvili.  When he came to prominence, he changed it to Stalin, which roughly translates as 'Man of Steel'.  Human history is replete with egotistical dictators, but nobody else went around calling themselves Joe Superman.  That's some balls.

16239
DF Gameplay Questions / Re: Bitten by a cave spider?
« on: June 23, 2008, 01:25:10 am »
If only because that comic would be one issue long.

Say...  Would an irradiated GCS still be able to hide?  Aim for the eight legged light source!

16240
DF Dwarf Mode Discussion / Re: Dwarves' Starting Skills
« on: June 22, 2008, 05:46:14 pm »
I usually start with a couple dwarves with high trade skills, because they can be hard to train up with limited resources, and I'm a perfectionist and I don't like having binloads of low-quality training crap laying around.  Any labor that produces things with a quality modifier must be skilled.

I used to spread my dwarves' skillpoints over lots of areas, until I realized the way experience and stat boosts work.  Since then I usually go like this.

4xCarpenter/4xJudgeOfIntent/RecordKeeping/Appraiser
The leader, natch.  Since he doesn't have much to do, I usually make him a mechanic until an immigrant shows up.
5xGrower/5xCook
Keeps everyone fed.  Ironic, because I almost always run my foodstocks on a razor's edge.  Takes up brewing as well.
5xWeaponsmith/5xArmorsmith
I don't try making metal furniture until an immigrant smith arrives.  I never seem to find much weaponable metal, so I have to make the most of it.
5xBonecrafter/5xLeatherworker
Just because these two resources always seem scarce.
5xMason/5xArchitect
Since there's a lot of job overlap here.  There's little point to high architect skill, but well designed buildings give a happy thought, and thats never a bad thing.
5xMiner/5xWrestling
So I always have a stupidly powerful fighter right at the start.  Sometimes I replace some wrestling with animal trainer, since the job goes faster then.
5xGlassmaker/5xGemSetter
Obviously only if I'm going somewhere with sand.  If not, its ususually Clother/Weaving.

I never have a Year 2 immigrant wave without twenty people...

16241
DF General Discussion / Re: Naked Mole Dog Warrior, IN 3d!
« on: June 22, 2008, 01:17:17 am »
Don't get me wrong.  Naked mole dogmen are a great idea too.  Just gotta do something about the name.

16242
DF General Discussion / Re: Naked Mole Dog Warrior, IN 3d!
« on: June 22, 2008, 01:13:02 am »
While there's no such thing as a naked mole dog, I'll bet Toady had this ugly cuss in mind when he made them, just blown up to dog size.

Also, it really sucks that the creature creater can't really handle humanoid forms.  You'd think with all the build up somebody would have realized, "Hey, maybe we should put in the extra hour's work to make necks and bipedal posturing."  It makes them shuffle-walk and punch like trained horses standing up.  Though your attempt does flex and bend a lot better than mine for some reason.

16243
DF Suggestions / Re: Eating Leather
« on: June 21, 2008, 10:28:37 pm »
Pierre LaFontaine has been ecstatic lately.  He was forced to eat snails to survive lately.

And I'm thoroughly convinced that all Scottish food was based on a dare...

Aqizzar cancels job: Meaningful Post: Muscling Down Baconator.

16244
DF Dwarf Mode Discussion / Re: Best use for an artifact bucket?
« on: June 21, 2008, 06:18:25 pm »
A meeting hall is about the only way to go.  You could carve a 5x5 room out of sand and fill in with miasma and dwarves will come from miles around to gawk at your sublime well.

That or build the most awesome ashery in the world.

Huh.  I wasn't aware the game tracked the handle as a distinct element.

16245
DF Gameplay Questions / Re: thieves
« on: June 21, 2008, 06:11:31 pm »
They certainly can't cross moats or channels, and dogs (or any other creature) can only detect things they're directly adjacent to - and kobolds don't path around them.  I'm not sure about bars and grates, but I don't think anything can pass through them except vermin (by teleporting).  And nothing in the game purposefully jumps.  EDIT: Nope, nothing can pass through bars and grates.

What kobolds can do is open doors and hatch covers, even if locked.  Got any of those around?  You can tell if a thief has passed through one because you'll be unable to change the orders on it until a dwarf uses the door again.

Pages: 1 ... 1081 1082 [1083] 1084 1085 ... 1093