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 - SimRobert2001

Pages: 1 ... 52 53 [54] 55 56 ... 58
796
hrmm... maybe. i really dont' look through legends.  but i suppose i'll give it a shot.

by the way, you're quote worthy.

797

 Bah!

 Still the same 'ol elves... Likely diluted the beer with cloth.

actually, i think i found the elusive "Not such b*stards" Elven race.


Urist McPeasant cancels drink: choking on *Rope reed shoe*

I can SELL that shoe, you know. its COMPLETY worth the life of a mere peasant.

798
LIke 5 or 6, still.

799
You heard me. My first elf traders actually brought useful stuff to my game.  I was actually surprised at first, but they brough clothing, birch wood, barrels, and BEER. you heard me. ACTUAL BEER. to celebrate thsi monumental happening, i took some screen shots. 
http://img56.imageshack.us/img56/192/usefulelvesqm8.png
http://img296.imageshack.us/img296/8453/usefulelves2sc5.png

Is there anyway ot make sure that they keep bringing stuff that like this?

800
DF Gameplay Questions / Re: Need Help with an aquifer
« on: January 02, 2009, 12:03:37 am »
thanks. does smoothing a wall prevent water from getting in?

801
DF Gameplay Questions / Re: Need Help with an aquifer
« on: January 01, 2009, 10:39:51 am »
I already have dug through it, only to find an aquifus layer underneath it.

Or are you referring to the ore layers with aquifers in them?

802
DF Gameplay Questions / Need Help with an aquifer
« on: December 31, 2008, 11:51:05 pm »
I started on a fortress with an aquifer. i really like the site, as i designated a large area for the construction of downstairs, something that will give me A clear view of the ground below me. i've found 2 areas that have 39+ pieces of platinum in each vein, in addition to a massive area of iron ore and a copper vien. however, the platinum is mostly filled with the aquifer, in addition to the copper ore. however, the iron ore has an aquifer 2 spaces into the ore patch. I was told that aquifers cannot push through ore veins, however, when i dig deep, there's water.

There is also an isolated area of aquifer just above the iron ore, much like this side view:
T= downward stair I = iron ore C= silty clay (aquifer) A= Sandstone (Aquifer)
Layer 1 TTTTTCCCCTTTTT
Layer 2 IIIIIIIIIIIIIIIIIIIII
layer 3  ?A<unknown area>

Now, with the layer of silty clay above the iron ore, can i dig below that and get past the aquifer, or will there the aquifer be right underneath it? In addition, it should be noted that i found out about it though the "Dig downward stair case"  function, so no water could have gotten in. 

IN addition, i want to get to the gobs and gobs of iron ore, platinum ore, and copper ore. is there an easy way i can get rid of the aquifer so that i am able to get down and mine it all?


edit: I have carved out several areas, and smoothed the walls after learning from the wiki that this prevents water from flowing from an aquifer. however, no matter how long i leave an area, its alwasy 1/7.  Did i mis understand?

803
i've noted this issue here:

http://www.bay12games.com/forum/index.php?topic=28985.0

i also posted some suggestions on it, and we've discussed it a bit more on the above thread. go ahead and have a look, i would like some more opinions.

804
DF Suggestions / Re: Stopping the Tantrum Spiral - Angry/Sad dwarves
« on: December 29, 2008, 01:41:15 am »
My viewpoint on this topic is that Toady's gonna get to it when Toady's gonna get to it, and we, the forum (which is affected by the wiki), don't have any say in the small stuff.

OP: don't worry about whether or not toady will get ot it now or later. if you want toady to hear it, here's the place. frankly, i think its a wonderful idea. it really is too easy to loose a fortress to a tantrum spiral, and rally, it shouldn't be that way.

805
DF Suggestions / Re: Suggestions for elves
« on: December 27, 2008, 01:07:07 am »
I think elves should be the primary exporters of wood and bone, as well as items made from them.  They care so much about the forests and animals within that they collect wood and bone naturally and then use it in order to barter deals with humans and dwarves so that those races don't decimate the wilderness.  They shouldn't bring a ton of it every season, but those woodchopping limitations they want to enforce would be a lot more palatable if they could supply you with some wood in exchange.

yea, i like that idea as well. but really, that logic is why I want them to supply leather as well. They dont' have to kill animals, just when they die, the elves butcher them so none of the animal is wasted.
I would prefer for elves to be actively phytokinetic... they can force trees and other plants to grow any way they damn well please. They use trees as pillars of great airborn cities, their branches knotted together to make floors and walls and huge leaf membranes for windows and skylights. Briarpatches with thorns up to the length of your arm and tremendous, dwarf-eating venus flytraps adorn the bases. The very stuff of life is theirs to command.

Edit: Picture sieging a living castle. That wants to eat you.

ooo... I like this idea... i really really do... *gives cookie*

806
DF Suggestions / Re: Balance Issues
« on: December 26, 2008, 03:01:19 am »

Metalcrafters, a job that does very little... VERY LITTLE... in fact, the only useful thing they can do is make goblets. If they couldn't do that, Blacksmiths and armorers would beat them out EVEN WORSE than they do now as far as usefulness to the fort is concerned. Allow me to elaborate:

goblets have an item value of 10 and three are made with each bar
Anvils & platemails have an item value of 100, and each requires three bars of metal to make

So if we take a three bars of iron, a very common metal with a material value of 10, and make 9 goblets out of them, at standard quality, would collectively be worth 900 dwarfins.

If we take those same three bars of iron and instead decide to make an anvil or a suit of platemail, we'll have an item worth 1000 dwarfins at standard quality.

You might argue "But Josh, you can make goblets out of valuable metals like Platinum that you can't make anvils or platemail out of", but that only cripples Metalcrafters even more, because the ore of said valuable metals is usually the same value as the metal itself, stonecrafters can make mugs out of that ore that are worth the same amount, and don't require a piece of fuel wasted or an extra step in the assembly line, ALL this put together with the fact that the rarity of these metals in comparison to iron, Blacksmiths, Armorers, and stonecrafters will forever and ever be better than Metalcrafters.

If you take away goblets, Metalcrafters are ANOTHER vestigial job, replaced completely by Blacksmiths, Armorers, and stonecrafters. So please, consider the poor metalcrafter, he doesn't have alot. He can make valueble mugs, thats all he can do, don't take that away from him.


thanks but i think you missed my point entirely. My only point was that goblets and flasks were always made in sets of 3, and there was no point at making any of the other items. This was the imbalance I was referring to. giving us one item was only one of TWO solutions, the other was having 3 of every other item produced at each time.

and I've never studded before, but that does seem to be a slight imbalance. maybe it was supposed to add 10x the value of the bar, or something.

807
DF Suggestions / Re: Balance Issues
« on: December 26, 2008, 01:39:25 am »
Dwarven syrup is far, far more broken than quarry bush leaves. They return the same amount, but at an absurd value. Just look up plants on the wiki; extracting syrup from sweet pods gives you a total value of 100, whereas other plants upon extraction/milling only give you 20-25.

really? i haven't been growing sweet pods. i get PLENTY for both food and trade from Quarry bushes.  Though, it definitly sounds like it needs fixed as well, and I would suggest just setting it the value at 20, and giving only 1.

Rather than make GCS silk less valuable (do you know how hard it is to harvest that stuff from a GCS?), why not add a rarity value to creatures with extracts?  The higher the number, the less likely it is for a dude to show up wearing it.

that may help, however that won't stop us from ordering 5 or 6 bins from a caravan. It just seems easier to lower the amount of money you get per item as a base.

808
DF Suggestions / Re: Balance Issues
« on: December 25, 2008, 04:07:00 pm »
Toys and Musical instruments always come out 1 at a time. Crafts come out 1 - 3 at a time, randomly, not based on skill at all (afaik). Mugs and Flasks come out 3 at a time all the time. Yes this is a balance issue, but I think Toady is waiting for the caravan arc to fix things like this related to trade goods.



Perhaps thats true, though it really doenst' seem to be that much work to say "make this item worth 300 dwafbucks as a base cost" maybe thats just me, though. I dont' know how toady has his program build, but I assume its just a database.

I just through of somethign as well. we're able to get one bar from a single metal object, right? since we get 3 goblets from one metal bar, shouldn't we be able to get 3 steel bars from smelting those 3 goblets?

809
DF Suggestions / Re: Suggestions for elves
« on: December 25, 2008, 04:02:12 pm »
when you look at the above post

Above post?  What above post?  You're the OP.

oh, i split this topic from another one. that refers to points I made here: http://www.bay12games.com/forum/index.php?topic=28985.0

though, it really shoudl say
when you look at the above points
You may wish to wonder why are kobolds have no use, seeing that they steal stuff on a constant basis. Carp doesn't have a use either, they are clogging up the river, why are they don't help the drawves out. What about the Demons? They don't do any good, they turn your perfectly clean fortress into a bloody mess.

Some races don't have to have inherent uses to Drawves. Maybe they might be, you know, enemies.

true, but the purpose of a kobold IS to be a nuisance. It forces you to protect hard earned dwarven goods. if they steal enough, eventually they will form a small raiding party.

and elves aren't' an inherent enemy to dwarves. they're always (or ALMOST always) start out as an ally, they just have worthless trading goods, and i just wanted to give a few suggestions at how to improve them.

Shoot. i really didn't want two posts like that. oh well.

Anyway, these changes can be viewed as more of a guideline to show how elves can me more unique and useful while keeping some of the same difficulties/characteristics that we have with them now.

810
DF Suggestions / Re: Suggestions for elves
« on: December 25, 2008, 04:00:00 pm »
Paragraphs please.  That's really hard to read.

I went ahead and modified it just now. i was just in a hurry when i wrote it, and paragraphs slipped my mind.

Pages: 1 ... 52 53 [54] 55 56 ... 58