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Messages - Puck

Pages: 1 ... 125 126 [127] 128 129 ... 167
1891
Other Games / Re: Sims 3 will feature no DRM
« on: March 31, 2009, 10:10:17 am »
Now the question is that...WHO CARES?!  :D
Seriously, Sims must be the most retarded game ever created...or at least that is my opinion. [I mean what the hell?! Design your little house, drop a TV here, some paintings there etc..interact with your virtual neighbours...christ, very interesting indeed.  ;D] Yes I know that it's extremely popular, and I don't understand that how is that possible at all...ah well.
PS.
I suppose that most of the Sims players are young girls.
I already mentioned that somewhere in another thread. Supposedly The Sims originally were "architecture software". Basically, just simulated human beings that try to make you understand the influence of the room layout, lighting and furniture of your future house on your daily life better. Actually, a nice idea and concept.

How they had to make the thing look and feel in the end to have the potential to be a commercially successful game, well, I can agree on how THAT is pretty nauseating.

But the core idea actually makes a great game, and in fact, even is a bit related to DF.

1892
DF Gameplay Questions / Re: Moving/removing owned items?
« on: March 31, 2009, 09:54:35 am »
I'm not sure what they put where. I think the cabinet is used for the clothing stuff.

The chest/bag/coffer/whatever thingy is used for whatever weird items they like to claim. I think that only happens once the economy kicks in, tho. Not sure, either. But I'm pretty sure I've seen dwarves claim all kinds of crafts like goblets and crowns and whatnot.

Exception might be nobles, who probably can claim items just like that (pre-economy)?

1893
Other Games / Re: Achron. First MTS.
« on: March 31, 2009, 09:51:35 am »
I only have two things to add to this thread at this point, and I do feel slightly sorry for the stupidity, but it won't stop me:

88 miles per hour and a DeLorean.

Thanks. That is all.

1894
DF Gameplay Questions / Re: Moving/removing owned items?
« on: March 31, 2009, 09:44:00 am »
Giving dwarves storage possibilites should work. I still try to find out if you can get away with a big shared bedroom (bedrooms designated from every bed, but other than that a big hall) that uses only one cabinet and one chest.

But when every dwarf has a home, and every home has storage, stuff usually stops lying around. But now you have dwarves checking their possessions every other moment.

NOBODY IS GOING TO STEAL YOUR GAWDDAMN SOCKS GAWDDAMN....

1895
DF Gameplay Questions / Re: Death Items?
« on: March 31, 2009, 09:41:38 am »
Maybe I'm missing something here... but that sure sounds like a problem that could be solved via the options screen.

The most recent version had a "death item" option added - and it usually works for me. Those settings determine which items are auto-forbidden upon dropping. Combine that maybe with the web gathering and on or the other refuse setting, and it should work out just fine.

And in the end, just for good measure, set an area around that spider as "restriced traffic zone" until you're ready to deal with it.

1896
DF Dwarf Mode Discussion / Re: Ze Dining room... it dooz nooofing
« on: March 31, 2009, 09:19:51 am »
Don't make any meeting areas, the dwarves will never chat and thus they won't make friends with each other and don't care how many other dwarves die.

Which seems kind of cruel but really, dwarves don't seem to mind at all.
Wouldnt that mean they hang around the original wagon site whenever they are bored?

1897
DF General Discussion / Re: Creating a hermit...
« on: March 31, 2009, 09:05:21 am »
While I seriously like your garbage dump hermit ideas... how are you going to actually do it, without micromanaging dumping all the time? You cannot place stockpiles over empty ground. I mean, you could try a waterfall that washes down some stairs with grates on the lowest level to drain the water but keep the stuff. I dont know if you can designate stockpiles over grates, but on the lowest, the output level, its probably not necessary. (Right now I can see an ubar complex contraption of waterfalls, stairs and drainage grates to move items around - that's actually great stuff to try).

But like you guys described it, confined garbage sorting hermits would either need waterfalls or airlock systems.

What? Have you ever tried place a garbage dump (a zone, designated from the 'i' menu) next to a chasm or channeled out area? (Note the NEXT TO, that is important.) Dwarves will throw the things down into the chasm or channeled out tile instead of just placing them on the ground.

The stockpile would merely be a means to getting the items out of the workshop for easier dumping.
Of course, that'S sorta basic knowledge, but that's not what I'm getting at. (edit; I have the urge to add a "well duh" here somewhere)

You have a dwarf, the hermit, on his respective z level, and he's supposed to sort the input items from above. That was the original idea behind the garbage hermit, right?

Sooooo... how are you going to do that without micromanaging dump zones over the output chutes?

Right.

1898
May I suggest raising tax to .1% or something so you can start to afford basic things like offices and whatnot. There is always stuff the corp will need you would have to collect money for. Your call really.

Whatever, I'm going to log in right now and start to grind some sec rating (damn cops are after me!) so maybe I can support you guys in your endeavours a bit.

I hope you guys are not based out of amarr or caldari space, because that would be bad for me  ;D

1899
DF Gameplay Questions / Re: My Prisoners are starving
« on: March 31, 2009, 08:49:04 am »
I thought cages count as "stasis fields"? If they do, it might actually be a nice idea to have a "failsafe dwarf" somewhere locked away in the fortress... The only question is.. how to get him out, once everybody has gone berserk and is decayed already...

1900
DF Gameplay Questions / Re: Two questions about atomsmashing
« on: March 31, 2009, 08:20:08 am »
AFIAK, if an item comes to rest on a "wall" created by a raised drawbridge and the bridge is then lowered, the items will not float in place, no.
I know for a fact they USED to, one or two versions ago. I'm not sure about the version. It's easy to find out, how it works now, I just thought I could get around that experiment by asking. Well, I'll try, and if they float, I'll have to add my "remember them to drop" bridge again.

If you want to avoid the problem of dumping stuff on a raised drawbridge in the first place, you just just put a pressure plate on the square where the dwarves will stand to dump items and link it to the drawbridge. Dwarf steps on plate, bridge opens. Dwarf dumps item, which falls into pit. Dwarf goes off to his next job, stepping off the plate, and causing the bridge to lower, obliterating the dumped item.
of course a nice idea and all, but not really what I want to. I sorta need that dropping from above for several reasons. I guess if I really push it, I could even build everything I want on the same z level, too, but over what have been probably more than 20 iterations of my automatic waste disposal system (THE LAST ONE FINALLY WORKED PROPERLY \o/) I found it A LOT safer to have the bridge somewhere the dwarves can't go on their own.

Also, the system you described is rather slow, when you build it the safe way, I figure. You can't have 20 dwarves at once haul refuse and expect it to work at a proper pace. I guess.

And about the obsidian chamber... meh, it's stylish, but full of micromanagment  ;D  What I'm planning to do is: create stockpile for stuff I dont want. Have water flowing over that stockpile at 2-3 / 7 in the direction of a deep pit (deep because of the occasional sock that gets hurled around. We dont want it to come up again) with a bridge at the bottom, that is linked to a pressure plate that gets activated regularily.

If built properly; zero job cancellations, zero micromanagment.

I found out it's STILL a good idea to get the stuff that can rot someplace else, or the garbage brigade might start to tantrum  ;D (Once the system was finished they were busy for 2 years hauling crap)

1901
DF General Discussion / Re: What's your line?
« on: March 30, 2009, 06:38:54 pm »
The Sims meet Dungeonkeeper. Written by Rainman.

1902
Other Games / Re: Elona: Roguelike.
« on: March 30, 2009, 06:23:53 pm »
Well in one game I had some sacred feather shelter or something, was really nice to have, but when you said, you're gonna put it up in town I thought you had it just for that purpose.

1903
DF Gameplay Questions / Re: Two questions about atomsmashing
« on: March 30, 2009, 06:03:37 pm »
2:Toady fixed that bug, but stuff sitting on a retractable bridge will still fly all over the place, so try not to have the dump near any walls.
So here you're actually talking about the raising bridge. the smashy bridge. When items are lying on the wall tile it creates, and the bridge gets lowered again, stuff doesnt simply drop down, it is sent off flying all over the place?

1904
Other Games / Re: Elona: Roguelike.
« on: March 30, 2009, 05:59:50 pm »
You dont need a shelter in the towns. you can just talk to the innkeeper and he will take you to the townshelter, and it's free.

Am I missing something?

1905
DF Gameplay Questions / Re: Strange moods and stranger requirements
« on: March 30, 2009, 05:50:57 pm »
This is several kinds of awesome, isn't it.  ;D

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