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Messages - Moron

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301
I have noticed that some of the items I have made that are decorated with gems have a fairly high base value, but when they show up on the trade screen, they are worth much less.

For example, I have the following item:

"This is a well-crafted Pig tail tunic. It is made from Pig tail cloth. This object menaces with spikes of masterfully worked Star sapphire by Mosus Stinthastelid and exceptionally worked green glass."

When I examine it, it has a base value of 7380. However, in the trade screen, it only shows up with a value of 82. Could it be that when an item is decorated with multiple materials, only one counts for the trade value?



302
DF Gameplay Questions / Re: Wound gets worse instead of healing?
« on: April 04, 2009, 07:04:25 am »
Damn... then I wish she'd had time to go and put on the new suit of steel plate mail I had ready for her before she went back to sparring.

303
DF Gameplay Questions / Wound gets worse instead of healing?
« on: April 04, 2009, 05:35:10 am »
I don't know if this is a known feature, but one of my military was resting with a yellow wound to her left upper arm.

After the season changed, I checked up on her to see if it was healing, and she now has a red wound to the left upper arm. I have never known this to happen before, could it be a bug?

Another possible explanation is that in the time between the season changing and me checking on her, her injury healed completely, she went back to sparring and got another, more severe, wound in the same location, but this seems unlikely in the short amount of time.

304
I like that idea, Moron. Do you have a name you would like to use, or is, well, Moron fine?



Moron is fine, and I don't mind a male or female dwarf.

305
Ok, well I haven't been in a community fort before, so...

I'd like to take the first Soap Maker immigrant that shows up (one is bound to sooner or later, surely?)

He/she is also secretly a spy for the king, reporting back on how zealously the dwarves are working on his mad projects.

He/she thinks it would be a great idea to build a royal bath house in case the king should decide to visit, complete with shower, pool, and most importantly, soap.

306
DF Dwarf Mode Discussion / Re: New (silly) idea for having fun in DF
« on: April 02, 2009, 05:49:39 am »
You may have to stretch the definitions a bit for the initial seven; I just started a new fort just to see how possible this would be and this is what I got.

Dakost Waywardtreaties - could be trader/broker

Inod Brandedsyrup - anything to do with food production (maybe brewing too)

Obok Diamondspear - could be military, weaponsmith or jeweler. Possibly also miner, as diamonds are found underground

Erith Tongsclout - Military

Sazir Bustflashed - er, nice name, but difficult to see what they could do. (but then again, a bust is a kind of statue so they could be a mason)

Kib Staffmortal - possibly woodworker/carpenter as a staff is generally made of wood?

Cilob Fedportal - either food production (farming/cooking) or possibly masonry (portal = door)

I reckon this combination would be survivable if you embarked with a lot of food and drink. The problem would be lack of a building designer to design the trade depot, and if you couldn't trade it might mean immigrants never come, though actually it's fairly unusual not to have any with buildings in their names which would allow architecture.

307
DF Gameplay Questions / Re: Making stuff attack you more often?
« on: April 02, 2009, 04:59:59 am »
I am currently experimenting with using the PROGRESS_TRIGGERS to make attacks more dangerous as the fortress grows; I have put in 4 different species of goblins with increasing size and dangerousness, with population PROGRESS_TRIGGERS of 1, 2, 3 and 4.

However, taking off [BABYSNATCHER] makes it easier in some ways, as they never ambush, only siege, which means they spawn at the edge of the map so you have a bit of time to get the army ready. In an ambush, they are invisible until they are right next to one of the dwarves or animals.

I think if you add [SIEGER] it will make them hang around at the edge of the map for a bit before attacking.

308
DF Dwarf Mode Discussion / New (silly) idea for having fun in DF
« on: April 02, 2009, 04:07:31 am »
I don't know if this has been suggested before, but when looking at the names of my dwarves, I came up with an idea for a new house rule to make the DF experience that little bit sillier:

Dwarves can only do jobs that are related to their names

For example, if their name has something to do with buildings/stones they can be masons or stonecrafters, if it mentions gems they can be jewelers, anything to do with weapons/fighting and they can join the military.
Any that don't have names that are related to a job have to be haulers.

Looking at the first 6 dwarves in my fort this would give:

Dobar Bristledfurnace - furnace operating
Kib Dwellingblockade - mason or military
Deler Laborshields - armorer
Idem Arrowpearl - jeweler or military
Uvash Attackcottage - military
Ezum Paddlefaction - would probably have to be relegated to hauling

309
DF Gameplay Questions / Re: Showering those little buggers
« on: April 02, 2009, 03:57:36 am »
I can't remembe where, but I'm sure I've read somewhere that being out in the rain can wash blood/mud etc off them. It gives them unhappy thoughts too though.

310
DF Bug Reports / Re: [39f]Invisible wounds
« on: April 02, 2009, 03:53:48 am »
Could it have been because his clothes or something near him was on fire and caused the injuries due to heat some time after the original injuries?

311
I think the reason for this is that you always by default start with the cheapest available anvil.

In vanilla DF this is iron which is worth 1000, so when you choose to embark without an anvil, you get 1000 points back to spend on other things. If you make a cheaper metal like nickel usable for anvils then your starting anvil will be made of this so your total embark points will be less.


312
DF Modding / Making a gem more common
« on: March 31, 2009, 02:00:19 pm »
I just wondered; if I add rock crystal multiple times to matgloss_stone_gem.txt, will it make it more likely to appear? Or will only the first entry for it be used?


313
DF Gameplay Questions / Re: Megabeasts and game end
« on: March 31, 2009, 03:20:41 am »
Can magma be modded as rocket fuel?

Surely a dwarven rocket would run purely on alcohol.

314
DF Dwarf Mode Discussion / Re: This is an outrage!
« on: March 29, 2009, 11:08:47 am »
It's not always safe for your dwarves to be able to hit things this hard; in the zombie mod, one of my fighters knocked a zombie straight across the moat into a supposedly 'safe' area, where it ran round killing my civilians.

315
Actually, I also find it difficult to tell apart champions and wrestlers or recruits who were legendary in a civilian skill before being drafted; I don't think they're exactly the same colour but because they're legendary they have a similar look.

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