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Messages - KrazyDocK

Pages: 1 ... 9 10 [11]
151
Reclaim, forbid, hide, and dump are all under the new 'b'something designation menu.

To expand on this, the previous thing with (d),(c) will now take an extra keystroke... (d),(b),(c).
On the upside, those previous useful functions are still there, not gone.

KD

152
DF Gameplay Questions / Re: he got a blow! on the spine, sicko
« on: July 29, 2008, 08:45:36 am »
Hm, I don't know about being less productive--I've never really tested it.  As for falling unconcious, I've only had that happen to dwarves with yellow or red injuries, and they weren't on the nervous system areas.

For me, the biggest deal about nervous system injuries is that the dwarf will never heal those injuries, and never spar in the barracks again.

Those dwarves still seemed to make perfectly good marksdwarves.  In my forts they all get the custom profession of "PermaGuard" since I also grant them the "honour" of being in the fortress guard or royal guard.

153
DF Gameplay Questions / Re: A couple of questions from a noob
« on: July 28, 2008, 08:32:31 pm »
My elves always seem to bring a couple of cool creatures in the first year, forcing me to sieze them, and then never bring anything good ever again. Stupid elves.

Same here.  The only times I've ever gotten a cool caged animal from the elves was in the first year.  After that just wood and tons of cloth.  I am glad to hear that some people have managed to influence elves into bringing caged animals after the first year.  I guess I've just had bad luck.

154
DF Gameplay Questions / Re: Are Tower-Caps weak?
« on: July 28, 2008, 08:47:48 am »
Actually, I've discovered it can actually be quite annoying... after I discovered an underground river, tower cap saplings would occasionally grow on my sand floors in places I didn't want them to.  Like in offices and in the barracks.  I've built floors overtop them, and hopefully that'll solve that problem.

155
DF Gameplay Questions / Re: Shells
« on: July 28, 2008, 08:42:14 am »
Well, next season you should get the human traders.  With any luck, they'll have turtles.  Or at least the option of requesting them in the trade agreement.

I wish you luck!

156
DF Gameplay Questions / Re: Making insides out
« on: July 27, 2008, 08:15:43 pm »
It seems to respond to the "subterranean" rather than "inside" label, so that should be enough to trigger it, as it will be evermore deemed "above ground", even if a roof is built overhead.

157
DF Gameplay Questions / Re: Shells
« on: July 27, 2008, 04:21:55 pm »
Hmm,... I'm now wondering if I can restrain my newly-insane dwarf. I've got a jail area set up, and it's pretty fancy. And that way, at least someone might bring him food and water. I haven't had any experience with that, not yet, but I think I'll try it. Although, I don't know if insanity can actually be cured or not. And I'd just as soon not go through with this with EVERY dwarf! Where in the heck are the shells?

None of the post-mood-failure states is curable.  They all end in the death of the dwarf.  Insanity.  Melancholy.  And I seem to think there is a third condition, but it escapes me at the moment.

So there are only exactly two possible outcomes of a strange mood.  One is the creation of an artifact.  The other is the death of the moody dwarf.

158
DF Gameplay Questions / Re: Some weird obsidian...
« on: July 26, 2008, 09:20:07 am »
I have seen this before... on my current map made in version 39e.  At first, when I saw it, I thought "this must be the solidified "cap" of a magma pipe, horray!" 

So I dug a few levels down...
and rather than magma, it turned out to be a bottomless pit!

It was still kinda neat though.

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