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Messages - DanielLC

Pages: 1 ... 9 10 [11] 12 13 ... 15
151
DF Suggestions / Re: Military dwarves getting strange moods
« on: November 30, 2008, 11:51:36 pm »
The problem with 'off-map quest' is that the player has absolutely no challenge for the player, a normal mood presents the player with a challenge of getting materials in a limited time and rewards you for having stowed away some gems and meta bars aka PLANNING and PREPARATION.  The off map event just boils down to 'loose a dwarf' and 'maybe get a reward if the RNG gods smile on you' their nothing for the player to do but curse and pray.

Perhaps it should be made so you can prepare your dwarfs before hand. That way, you'd be rewarded for saving a high-quality sword, shield, and armor with a higher chance of success. Or you could give them crappy weapons and armor so you don't have to worry about losing your better stuff.

152
DF Suggestions / Re: Military dwarves getting strange moods
« on: November 29, 2008, 04:35:58 pm »
I've never played adventure mode. I assumed you'd steal artifacts out of wherever you go questing. If not, than I guess the dwarf wouldn't bring one back.

Do you think they should also have it so the dwarf asks for weapons and armor?

Urist McFey screams "I must have a sword!"

Maybe if it's a fell mood, they go on a quest in your fortress e.g. try to kill the mayor. If it's a macabre mood, they should ask for drafted dwarfs.

153
DF Suggestions / Military dwarves getting strange moods
« on: November 29, 2008, 02:07:14 pm »
I suggest making it so dwarfs can get strange moods for wrestling/weapon using. Essentially, they leave on a quest and, if they come back, usually bring back an artifact. I also suggest retconning adventure mode as the dwarf getting possessed by the player.

154
DF Dwarf Mode Discussion / Re: Fishery
« on: November 23, 2008, 11:37:01 pm »
From my understanding, the fish your fisherdwarfs catch has no relation to the vermin in your water except name. Your river can be out of fish when there are several vermin visibly swimming in it. You can fish sustainably by limiting the number of fisherdwarfs, but this isn't much of a problem on ocean maps. Also, the fish will come back after a while if they run out. I've heard this will stop after a while, but you should know that running out once doesn't mean you just lost a source of food.

155
DF Dwarf Mode Discussion / Re: Glory of Armok!
« on: November 17, 2008, 12:22:15 am »
I've heard that it was actually a mistranslation and was supposed to be God of Suds. Be nice to your soapmakers.

Wouldn't the god of blood be the god of life? That's what blood's for. If he was god of miasma or god of corpses, I could understand.

IIRC, he's named after a variable for the number of arms you have left (arm_ok), so maybe he likes creatures with lots of arms.

156
DF Dwarf Mode Discussion / Re: Great idea: Disappearing grate bridge
« on: November 13, 2008, 11:25:51 am »
If you press r, it sets the selected command to repeat, so the dwarf will just keep pulling the lever.

Why grates instead of hatches? There's not really any pressing reason one way or another, but my instinct is to use whichever is closest to regular floors and bridges.

I'd probably build it like this:

######
¢¢¢¢¢^^
######

Where # is a wall, ¢ is a hatch, the ^ on the right is a pressure plate, and the ^ on the left is a cage trap or weapon trap. I'd probably also make it longer. The goblins would come from the left, the first would drop the rest, then get trapped/killed

157
DF Dwarf Mode Discussion / Re: Auto-butchering
« on: November 13, 2008, 12:29:19 am »
Perhaps we should try it with wild animals? I have a steady supply of wild horses in my cage traps. I've been training them, but I could stop.

158
DF Suggestions / Re: Current dwarf thoughts
« on: November 13, 2008, 12:25:50 am »
Eventually our dwarves will have souls.
It wouldn't be too hard if Toady used python.
Code: [Select]
import soulhttp://xkcd.com/413/

159
DF Suggestions / Re: More realistic (and balanced) projectiles.
« on: November 13, 2008, 12:15:48 am »
So instead of randomly picking a body part, it randomly picks a spot and does the body part there? What difference does it make? Random is random.

160
DF Gameplay Questions / Re: Jails and Z levels.
« on: November 10, 2008, 12:16:56 pm »
Quote from: http://www.dwarffortresswiki.net/index.php/Restraint
In a previous version it could move up and down through solid floors; it is unknown whether this is currently the case.

161
DF Dwarf Mode Discussion / Re: The greatest threat to Dwarfkind...
« on: November 10, 2008, 12:06:27 pm »
You posted that while I was looking up that comic.

162
DF Dwarf Mode Discussion / Re: Draining an ocean.
« on: November 10, 2008, 01:14:50 am »
I see.

Remember, magma takes forever to flow. I suggest using pumps to speed it up.

163
DF Dwarf Mode Discussion / Re: Draining an ocean.
« on: November 09, 2008, 03:21:45 pm »
I don't quite understand what you're doing. Are you building a 3x3 obsidian column that you intend to build a staircase through to make a base under the ocean? If so, I see no need for pumping. Also, you'll need to make the column 3x4 to have room to build hatches, so dwarfs don't die if they fall.

164
DF Gameplay Questions / Problems with auto-butchering
« on: November 08, 2008, 02:34:08 pm »
I recently built an automatic butcher shop (http://www.bay12games.com/forum/index.php?topic=26194.0). There have been two problems:
1. My horses won't go up the stairs. I've noticed several of them are injured. Are they going up a little and falling down? If so, should I fix this problem by putting hatches on each level? Should I fix it by making stairs like this? (side view)
Code: [Select]
<_
><
<>
>_
Should I build a spiral ramp?
2. The pressure plate doesn't seem to work. I'm guessing I set it wrong, and can probably fix it on my own. I just didn't bother because it would be useless without fixing problem 1.

165
DF Dwarf Mode Discussion / Re: My first MegaProject
« on: November 06, 2008, 09:58:12 pm »
If you do one support under every building, I suggest you build a pond, put one pressure pad in it for each support (one for each house), set them to go off when water reaches 3/7, fill the area with 2/7 water (Setting it as a pond should work. If you set each edge as a separate pond, multiple dwarves will fill it at once. Just make sure you have enough buckets.), then add one bucket of water, and watch.

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