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Messages - sweitx

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421
DF Suggestions / Re: Standby option for levers
« on: March 18, 2009, 11:37:53 pm »
Actually I think Toady may be able to implement manning lever as such.  It would be identical to setting a lever on repeat "Pull Lever" task, but instead call it something like "Touch Lever" and put it on repeat.  So the dwarf stays there constantly completing the "task" of touching the lever, but never activating it.  And when you need it actually pulled, simply append a "Pull Lever" task.

422
DF Suggestions / Re: Underground Diversity
« on: March 18, 2009, 11:21:10 pm »
Wonder if this has been suggested (been inactive for a long time).
I know active, eruption volcano, has been suggested.  But how about the effect of the eruption extending multiple embark tiles away from the volcano source?  So if you settle somewhat near a volcano, a sufficiently major eruption would toss chunks of magma out resulting in a fire rain.  Maybe a new type of rain with a high temperature that results in a lot of fire (and a lot of pain for those above ground?).

423
Quote from: LumenPlacidum
I read it as having necrotic venoms, which are really hideous.

Yeah, that's what we meant...  some months back, Threetoe and I happened upon the Discovery channel "series" (it has like 2 episodes) "I Was Bitten".  It was trashy, of course, but it was also thoroughly disgustingly graphic and therefore inspiring for the game.

For others... "EW..."
For Toady... "That should be in DF!"

424
DF General Discussion / Re: Do undead Have Souls?
« on: October 18, 2008, 12:25:24 pm »
I think all undead would have a "soul" of some form.  Vampires and lich would retain the soul of their living counter part.  The zombie's soul would only retain the animalistic part of their former, living body's, soul.

425
DF Dwarf Mode Discussion / Re: Dwarven Artistic Motifs
« on: September 12, 2008, 06:44:47 pm »
I find that occasionally an event will occur that the dwarves love so much it becomes a recurring theme in their artwork. Repetition is inevitable, but sometimes they really go the extra mile to include certain images in their art.

The most recent and to me the funniest example I've seen of this was a strange event I wasn't really very clear on how happened. Somehow, the first dwarven caravan that arrived (well one of the wagons anyway) didn't so much arrive at the trade depot as it did fall off the mountain from like two z levels above. The wagon crashed into the depot, sending all the other merchants scattering. I was annoyed at first (I had planned on getting an anvil from that caravan) until I realized all the swag from the crashed wagon was now mine (waaay more than I could afford, including both a steel and iron anvil). For a while my only two military dwarves wore leather and bone armor, except each had one giant ornate steel gauntlet. 

So anyway, this happens and it's confusing and hilarious. A little while later, I set my first bit of stone to be engraved. Usually the first image is either the ascension of the mayor or the founding of the fort, but this time it was "a wagon falling". The falling wagon appears at least once in every major series of engravings in the fort, in every noble bedroom, in the dining room, outside the fortress. The time the wagon fell was their favorite thing ever.

Anyone else have interesting experiences with this phenomenon?

Well, it is quite hilarious
Urist: "Hey, do you remember the time that wagon fell into the trade depot?"

426
DF Dwarf Mode Discussion / Re: Outdoor fortresses.
« on: September 12, 2008, 06:43:20 pm »
Which is why most people opted for the half and half version.  A well secured and small above ground fortress for rotting refuses and farming (and some waterworks + power generation).  While the housing are build underground.

You get rid of stone making said fortress.

427
DF Dwarf Mode Discussion / Re: Military Codings.... All hail Toady.
« on: September 12, 2008, 06:41:26 pm »
Where does Toady post that stuff?  It shows up here on the forum, but it seems to come from somewhere else...

http://www.bay12games.com/dwarves/dev_now.html

Enjoy.

428
DF Dwarf Mode Discussion / Re: Notes - question for the note users.
« on: September 11, 2008, 06:09:40 pm »
Mark lever for what they do.  I also like to color code them as well.  Red background for levers to set during siege (to lockdown the fort), levers that control magma related stuffs are labeled with orange background and red symbol.  Water with the two shade of blue. 

I also note different rooms (like low-quality rooms, mid-quality rooms, hi-quality rooms) and special site (dump #1, #2, #3 etc).

429
DF Gameplay Questions / Re: Strip Mining
« on: September 10, 2008, 04:17:54 pm »
What is(how big) is a "nano" fortress?

I have heard the term several times but no one has actually explained what constitutes "nano."

Nano being 10^-9 I am guessing maybe a 1x1 start location(HA!)?

I remember it was a modification used to allow you to embark on 1x1 square.  Warning, since wildlife will always spawn once existing wildlife depletes, you'll be under constant assault from animals (or undead in terrifying areas).

430
DF General Discussion / Re: Origin tracking of blood? Really?
« on: September 09, 2008, 01:37:21 pm »
You'd still want to see what the overall quality of the item is.

That said, it really feels like leather and bone should be generalized while still tracking origin species and creature.  I.E. if it's default leather have it actually create a 'leather' object, with the origin tracked internally rather than a separate 'donkey leather' object.  It would make noble demands harder though.

Oh, and some leathers should still be different objects (like dragon or whatever that might have a special property)

Honestly, a lot of details in the game seem unnescessary.  I wonder if tracking all of that blood and vomit, etc. eats up scarce CPU time?

As mentioned, leather has countless varieties, all vitually identical save minor differences in cost.  There is no distinction, however, between thin and thick leather (from cats and elephants, for instance) , or soft and hard (boiled) leather (for clothing and armor respectively).  Seems that would be more useful than page after page of pointless leather types doing nothing but making inventory managment a chore.

I suppose this is one of those things put in for Adventure Mode, that don't quite work very well in Fortress Mode.
They may seem "unnecessary" now, but they maybe useful in the future.

Imagine, a legendary +7 goblin mace lord attacked your fortress, killing all but 5 of your dwarves.  You managed to drove his siege off, but you know you won't survive the next siege.  But behold, one of your lowly recruit managed to nick the goblin mace lord, with the goblin's blood on his blade.  So your priest, out of desperation, took the blood and offered it and his own life up to the God of the Bloody Basilisk.  In a blinding flash of light and a suffocating cloud of dust, the priest turned into a statue.

Somewhere, a goblin mace lord roared in pain as his blood, and his body, turns to stone.

The statue of the priest is placed in the statue garden, honoured for his sacrifice.

431
DF Dwarf Mode Discussion / Re: stones that make you go wtf?
« on: September 09, 2008, 12:07:01 am »
Of course you would float well in it, but you would still not be able to stand in it, and if you end up face down, well, try coughing up something 13.5 times as dense as water.

If I presume correctly, it'll be sufficient dense for not even drown (you'll have a hard time breathing it in if you're face down).  It'll be nearly impossible to stand in thou (think really slippery floor... with ANY shoes).

432
DF General Discussion / Re: The truth about carps!
« on: September 08, 2008, 12:31:08 pm »
Somehow I think the fact that he was BEING PULLED ALONG BY A BOAT might have had some effect on the degree of injury.

Pulling along by a boat might agitate carp, but their impact against a air-borne object with just the boat velocity is small.  A carp that thrashes in mid-air can whip you pretty hard, and they are pretty heavy too.

433
DF Dwarf Mode Discussion / Re: Cave spiders! :D
« on: September 07, 2008, 07:07:59 pm »
olms are vermin.  So they'll spawn randomly.  Further more, if they happen to spawn and walk into a spider web, they die.


434
DF Announcements / Re: Dwarf Fortress 0.28.181.40d Released
« on: September 06, 2008, 11:52:35 pm »
Cool!  I don't mind the backward-compatibility.  I generally gen a new world every-time a new version came out anyway.  I eagerly awaits the next version!  Go Toady.


And while generally communities dislike having their saves no longer work, I think we'll be fine. Whatever you need to get the almighty Army Arc done. Unless it involves re-naming the game, for some odd reason or bug, Elf Forest Retreat.

I'm torn on this issue.  On one hand, not worrying about backward-compatibility will allow Toady to finished new features faster.  On the other hand, monthly change in version with no backward-compatibility could prevent some players from testing the new version.

Need more input from the community on this subject.

435
DF Dwarf Mode Discussion / Re: Transcontinental Magma Pipeline
« on: September 06, 2008, 06:39:48 pm »
This is an awesome way to transport magma.

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