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Messages - MMad

Pages: 1 ... 15 16 [17] 18 19 ... 30
241
DF Suggestions / Re: Gender Differentiation
« on: September 29, 2008, 10:57:10 am »
Dwarven women care for their babies

Heh. Mine sure don't.

242
DF Bug Reports / Re: [40d] OMG I'M STUCK IN THE BOWYERS!
« on: September 29, 2008, 06:48:44 am »
Feature suggestion: make it actually impossible to place a workshop build order if there is no way out afterwards.
(In practice such a check might be a bit expensive, I dunno, but it would be nice to avoid this kind of newbie confusion.)

243
DF Bug Reports / Re: Gravity
« on: September 29, 2008, 06:46:26 am »
I'm pretty sure this has been reported before - mod humans to settle ocean biomes, gen a world, then visit a seaside town. There will be human buildings suspended over the water, and they'll collapse instantly when you enter the area with an adventurer or dwarven settlers.

At least I've so far only heard it happen with mods, if it happens in normal play as well I guess it's a bit more serious.

244
DF Bug Reports / Re: [40d] After reclaim, farm plot broken
« on: September 27, 2008, 03:29:46 pm »
Oh, on another side-side note...in the main entrance hallway, there is a corpse of one of the Original Seven. It's still there, doesn't rot and no one will clean it up. I've checked, it's not forbidden. It is marked for dumping and there is a 'g'arbage dump zone.

Dead dwarves go into graveyard stockpiles, not garbage.

245
DF Suggestions / Re: Make cats less suicidal!
« on: September 27, 2008, 09:53:43 am »
I think it is realistic that animals can sneak through doors when dwarves pass and it should still happend if the dwarf has low cautiousness values (and possibly with low dutifulness or orderliness as well). It makes life less predictable. It would be better to give the cats some sense of self preservation, so that they would run away or climb a tree when pursued by enemies.

I wouldn't like it, but I guess I could accept the plausibility of cats sneaking by. But horses and muskoxen? Even dogs would be a stretch.

246
DF Bug Reports / Re: elite/legendary fighters and profile tab with [v]iew
« on: September 26, 2008, 06:26:02 pm »
Never really noticed before (I hate managing the military and try to avoid it in general) but this does sound like an important missing feature or unintended consequence, or perhaps even a bug.

thats what i said with the first line :)

Quite. :p Brevity was never my strongest skill.

247
DF Bug Reports / Re: Destroying trade depot destroys merchants
« on: September 26, 2008, 06:23:37 pm »
I consider it a bug, as there was no trace of bodies or anything. They simply disappeared. If they were killed or left corpses or something, i would not care, but the fact that both the traders and the mules disappeared into thin air.

Are you totally sure of this? What usually happens, iirc, is that the merchants simply leave with their wagons and stuff as soon as the depot is deconstructed, they don't wait to pack or anything - since they leave everything behind - and you get no particular message about it. Are you sure they didn't just sneak off while you weren't looking?

248
DF Bug Reports / Re: attempting to build floor, blocked?
« on: September 26, 2008, 03:54:46 pm »
I haven't built any floors with the resizable square thingy so I could be way off - but perhaps the problem is that the squares in the middle aren't connected to anything (hanging in mid-air, as they are) and therefor the entire thing fails?

After all, from how I understand it the uhkm thingies only facilitate a bunch of construction orders at once - and they're built individually and can be cancelled individually - so you don't actually order the construction of a square as a whole. So the floor pieces in the middle cannot be built, and therefore the whole square can't be built.

Does that seem sensible? I dunno if it's actually correct, but it makes sense to me... :)

249
DF Bug Reports / Re: Destroying trade depot destroys merchants
« on: September 26, 2008, 03:51:07 pm »
Perhaps not a bug per se, but it's not working very well in the current stage - it doesn't really make sense for one thing (can't them elves pack their stuff and leave without a depot, if need be?), and it's pretty confusing for player without an explicit explanation. Like the very existance of this thread is proof of.

250
DF Suggestions / Re: Gender Differentiation
« on: September 26, 2008, 03:47:03 pm »
I support the gendering of names and clothing (would give something for the "Loves to defy convention" personality to do), but I would argue against stat-nerfing and the implementation of gender roles. Basically because it would get really annoying and, since they're dwarfs, it's got no basis in reality.
As for the Gender Species Difference thing; most aesthetic distinctions need to wait for whatever bloat or core handles that; now all Toady could do is make them different creatures, which brings it's own problems.

Seconded again (Thirded? :p).

Differenting names would be useful; differentiating stats or preferences would just add one more layer of annoying complexity that would mess up your plans. More importantly though, IMO one of the really cool thing about DF style dwarves is how bitchin' hardcore warriors the females can be. Go gender equality! :)

However, even though I don't like the idea of harsh limitations on the player races (or at least not on dwarves), it would make a lot of cool sense to make it possible for the two sexes of any species to behave very differently though. Especially for randomly generated races and stuff like that.

251
DF Suggestions / Re: Make cats less suicidal!
« on: September 26, 2008, 03:34:22 pm »
Yes the pet impassable on doors needs to be adjusted so that animals can't sneak through when the door is opened.  A dwarf passing through the door should keeps animals from passing through that door until he can close it.

Agreed! This makes perfect sense and I hate how stupid my dwarves are acting about this atm. Almost a bug, imo.

252
DF Suggestions / Re: Skull Totems as Statues
« on: September 26, 2008, 03:26:00 pm »
I've wanted to do this exact thing before, placing Skull Totems as, well, totems outside my fortress.

253
DF Suggestions / Re: Minor suggestions (Hopefully)
« on: September 24, 2008, 02:37:17 pm »
There's an aweful lot of great suggestions in the OP. I agree with almost every single thing.

254
DF Gameplay Questions / Re: Whole map is wagon inaccessible
« on: September 23, 2008, 07:59:50 pm »
The thing is, the ashy surprise came before the first fire, and none of the fires completely covered the whole map. I suppose I could have just missed an epic burning, I am not very observant.

The idea of a giant forest fire enveloping the entire local area and noone in the fortress noticing until several days later is hilarious. :)

255
Yeah, makes sense. Also, it would be neat if caravans and immigrants prefered to arrive on roads or in tunnels whenever possible.

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