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Messages - sweitx

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436
DF General Discussion / Re: The NEW Future of the Fortress
« on: September 03, 2008, 11:40:52 am »
Quote
stopped fell moods from occurring if the fortress race does not drop a corpse

Seriously... It's a pretty in-depth game that needs that particular fix... :)
... I assume this is due to a mod that allows corpse-less playable race in fortress mode.  Hm... fastest way to destroy a fortress, a single fell dwarf going around grabbing everyone and killing everyone.

437
DF Bug Reports / Re: Epic Tantrum Spirals
« on: September 03, 2008, 11:34:34 am »

"The default mental state of a living being is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!"

Since human also seems to have this problem...

438
DF Bug Reports / Re: [40c] Really really REALLY slow wagon
« on: September 03, 2008, 11:27:07 am »
It happened the second the wagon came onto the map (I was watching it inch its way across the map) so I suspect that was probably it.

/EDIT: UPDATE

Two seasons later: A wagon appears and rockets across the map to my trade depot. And I mean rockets. It swiftly outpaced its complement of guards and nearly teleported into my depot, except that I could see it was merely moving something like 5 squares a second. A nice change, but still strange behaviour.

They opted for a wildy-coyote solution.  After their caravan been ambushed and found that their mules are too slow, the decided to strap a rocket to their mule.

Did you check the mule inventory?  Maybe they have something like ACME rocket on them.

Seriously thou, I think it is a valid bug. 

439
DF Bug Reports / Re: [40c] Welcome, engineer, to the miners guild!
« on: September 03, 2008, 11:20:18 am »
Maybe it's the mayor complaining about the lack of mining job.  I think the complaint might be link to older complaints (someone else complained about lack of mining job a while ago, maybe even the mayor himself).

440
DF General Discussion / Re: The NEW Future of the Fortress
« on: September 02, 2008, 06:01:05 pm »
I know the Army Arc was expected, but this:

Quote
the first pass on underground changes

This is awesome.  I can't wait for this one, for obvious reasons:

Urist Minerdwarf has discovered an underground cave!
Id Fisherdwarf cancels fish: interrupted by Subterranean Shark Bat!
I like the look on Urist Minerdwarf's face.  It's like he's saying.
"Wimpy Id, it's only flying shark bat."

441
DF Suggestions / Re: ranged combat too powerful
« on: August 29, 2008, 11:33:10 am »
It is kinda suckish if you can walk through armies, slay dragons (Whos firebreath is easier to block then arrows), and survive having your legs chopped off by will alone... if you can be stopped by any Joe Shmo with a bow and arrow.

You are aware that in medieval, Pope Innocent II tried to ban the use of crossbow against knights because a simple Joe Shmo with a crossbow can bring down a fully armored, well trained knight?

Although yes, the firing rate should be drasitcally reduced for crossbow.  Nor should crossbow deal multiple internal injury.  Although crossbow should severely damage any organ they hit (a one shot kill if it hit any vital organ such as brain or heart).

442
A chasm looks like a river with no bottom, and a bottomless pit looks like an empty magma pipe.

Both of them will devour whatever you put in them, including clumsy dwarves or nobility.

And most importantly, carps.

443
DF Suggestions / Re: Fix carps!
« on: August 26, 2008, 10:45:11 pm »
Nah, carps are awesome.

444
DF Suggestions / Re: Small suggestion about the world map
« on: August 26, 2008, 10:03:34 pm »
I like the idea of having chasm at the edge if that's how Toady imagine his world to be (a flat world).  Or maybe a mythical energy wall (prevent the problem of ocean spilling over at such.  The map could change to some bizarre terrain as they approach the edge, ending in an wall to the "other realms".

445
DF Suggestions / Re: ranged combat too powerful
« on: August 26, 2008, 09:56:12 pm »
For one, I agree that crossbow reload rate should be drastically reduced.  However, crossbow shots are very powerful, a single well placed shot should do a heck more damage then just arrow (250 may be good).  Arbalest (metal crossbow with metal pull-string) can punch through metal plate armor, no other weapon in the dwarf universe (those listed) can penetrate armor.  Except for bludgeoning weapon, which can probably concuss whoever is wearing said armor.  Of course, the quality of the crossbow should effect the damage it can do (higher quality can impart more energy for bolts).  So a low quality crossbow would have an equivalent power of a normal bow.  A high quality crossbow would be a devastating weapon (barring the reload time).

446
DF Suggestions / Re: Mining without pick?
« on: August 26, 2008, 09:30:16 pm »
Never thought about that.  Come to think about it, I've heard heavier sword is decent with chipping away rock.

447
DF Suggestions / Re: Brewing should require water
« on: August 26, 2008, 09:28:11 pm »
I think there should be a new rain intensity that's similar to a monsoon.  Even in a desert they will get an occasional REALLY heavy rain.

Also the current rain drop should simply generate a 1/7 tile of water everywhere they hit, regardless if it's a muddy pond or not.  This would be an interesting challenge for underground fortress to prevent them from being flooded in a heavy rain.

448
DF Suggestions / Mining without pick?
« on: August 26, 2008, 09:14:08 pm »
I think it should be possible to mine without pick, at least through soil.  I have read somewhere that really early people dig using pieces of rock to chip of another rock.  Now, digging through solid rock without mine should take a ridiculous amount of time (for legendary, 1 tile per month maybe).  For soil, it should be slower but doable (you can dig soil with your hand).
This could help with the problem of someone losing all their pick before caravan arrives.

449
DF Suggestions / Re: Specify Raw Materials At Workshop/Job Mangement
« on: August 26, 2008, 08:53:00 pm »
Hi!

A few points about the situation:

At the moment, you can't directly specify the material used in masonry or carpenter workshops.

Actually, in the old 2D version, you could at least specify white, grey, or black stone, allowing at least for visual consistancy, but that feature has since disappeared.

Currently, you have to use a trick to get that obsidian door:

Designate an obsidian stone stockpile (use custom settings on the stockpile to deactivate all other stone) exactly one z-level above or below your mason's workshop. Add two orders at the mason's workshop, the first one of which isn't important, but the second one should be the door.

When a dwarf takes on a job, they will get the closest material fit for the job. Currently, z-level changes are not thoroughly computed, but instead seem to count as one tile per level or something similar. So, the stone right above the workshop is closer than the one 2 tiles away on the same z-level, even if the dwarf has to walk 60 tiles to fetch it.

The first job is used to lure the dwarf into the workshop. Thus, you can be pretty sure that the closest material for the second job (your door) is the obsidian in the stockpile you designated (of course, there is still the risk of the dwarf doing one job and then going to bed, but that is minimal).

I am not 100% sure whether you need to use the luring in the current version, but I think it is better to be on the safe side.

Good luck!

Deathworks
I think it only take into account x,y coordinate, no z at all.  I have a mason willing to run the entire length down a mine shaft a dozen tiles away to grab a stone right below the mason shop then to grab one sitting 3 tiles away.

450
DF Suggestions / Re: Artifact magic suggestion
« on: August 26, 2008, 01:57:04 pm »
Hm... artifact bed that allows rapid healing...  or slowly decrease dwarf happiness... or...

Urist McDwarven has died:  Strangled by tentacled bed.

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