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Messages - snelg

Pages: 1 ... 40 41 [42] 43 44
616
DF Suggestions / Re: New Top Suggestion gathering
« on: August 27, 2008, 01:29:11 pm »
* Automatic switching to sparring weapons

* Designate "safe area" for civilians to go to during danger

* Forbidden area designation (acts as wall for pathfinding)

cheers !   :D

617
DF Gameplay Questions / Re: he got a blow! on the spine, sicko
« on: July 28, 2008, 11:05:42 am »
lol according to the file dwarves have 5 fingers. is that per hand or total? :P
Per Hand.

Spineless dwarves... Well that's another solution. Although next time it'll probably be damage to the brain or something instead.

618
DF Suggestions / Re: More leeway with sieges and traders/migrants
« on: July 24, 2008, 02:59:06 pm »
Soon, armies will be generated from the populations of the civs... that means that you'll be able to depopulate the goblin towers from the safety of your death maze... then... free caravans!!!
Yeah, I wonder if they can keep up with a death maze or if every single goblin will go die.Maybe sieges won't be as frequent.

619
DF Gameplay Questions / Re: Dead Animals
« on: July 13, 2008, 07:28:08 pm »
Yeah, I've seen it suggested before, and it's a good idea I believe. Early in the game it's fun to be able to see what's deceased but not too far into the game I find it a pain when scrolling through the list. For instance, I want to view the invaders currently in the area. I'll have to either scroll past 100+ dwarves + pets and merchants (can't remember if wildlife comes before or after invaders) or scroll backwards past all the deceased units.

Both ways are a pain once you get into the 3rd or 4th year with a large-ish population and heaps of dead dwarves/animals/goblins.

620
DF Gameplay Questions / Re: Trade Depot Trouble
« on: July 13, 2008, 07:15:54 pm »
If it's inndoors, three tiles wide and ramps are built like they're supposed to I haven't got a clue of what might be wrong... maybe a screenshot would help.

edit: what Doppel said...

621
DF Suggestions / Re: disarming captives
« on: July 11, 2008, 03:37:28 am »
Regarding the latter, I believe the "usable/unusable" toggle in stockpile settings lets you deny Large and Narrow armour from a stockpile (ie. if it is set to usable only)
yeah, unusable stuff-stockpile = small/narrow/large iirc. But I think the suggestion was to make them more visible on (and easier to send to) the trade depot without half of the stuff being the usable armour.

622
I'm waiting the most for the presentation arc... then the caravan one.

623
DF Gameplay Questions / Re: Grates/Bars and Sunllight
« on: July 07, 2008, 07:43:31 am »
so the game does not care which material the roof is made of, as long the area has been channeled ?
I think so. Though I haven't tried it in the most recent versions a constructed roof don't seem to stop your plants from growing.

624
DF Bug Reports / Re: Not drinking. Maybe saltwater problem?
« on: July 06, 2008, 10:45:46 am »
I'm pretty sure I've got it working without any constructed walls or floor... Actually I'm not sure about walls, but (constructed) floor shouldn't needed.

625
What was the message you got?
Also, is it not possible to dig out items again after a cave in?

626
DF General Discussion / Re: Elephants... now with more brain.
« on: July 05, 2008, 01:39:52 pm »
Yeah, they're trained to do specific pictures.
Sounds a lot like my engravers, they seem to like engraving the same thing. Over and over again.

627
DF Gameplay Questions / Re: Problem with Fey mood
« on: July 05, 2008, 05:44:28 am »
I had a problem with a weaponsmith wanting my magmaforge (without magma, it was on it's way there) rather than my normal forge. Couldn't get him to change his mind, so he went on a berzerk rage and killed my trader...

628
DF Gameplay Questions / Re: So Many Aquifiers, So Little Stone.
« on: July 05, 2008, 05:09:31 am »
You could bring stone with you on embark, they're pretty cheap. Or buy them from the caravan (they're cheap here too but have a pretty good weight meaning they can't bring that many of them).

629
DF Gameplay Questions / Re: Magma over long channel
« on: July 05, 2008, 04:58:32 am »
I remember making a channel that split several times giving each of them too little magma and it all vaporized.

630
DF Gameplay Questions / Re: Ridiculous drink consumption rate
« on: July 05, 2008, 04:55:33 am »
Just put on an extra farmer or 2 in a new 5*5 field, and new brewer, and you'll be right.
Yup, just making more drinks usually solves the problem. Just be sure you've got the plants and add a new brewer. Also, for emergencies you can always make sure there's water avaible inside the fort, so instead of dying they'll just become less effective for a while (until you get the booze industry back on track).

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