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Messages - Pilsu

Pages: 1 ... 157 158 [159] 160 161 ... 197
2371
DF Gameplay Questions / Re: Lack luster sieges.
« on: November 10, 2008, 08:35:16 pm »
Beak dogs are rare too, probably because the mandatory ocean is always evil and thus fewer squares left for the swamps

2372
DF Suggestions / Re: Statue of a?...
« on: November 10, 2008, 08:30:37 pm »
Once the guilds are in I hope we can actually mandate statues of specific events. I don't want to make 200 dwarves surrounded by dwarves statues just to get one where Bembul Snothaze is battling a dragon

2373
DF Suggestions / Re: Clothiers and armorers produce to meet demand
« on: November 10, 2008, 08:24:49 pm »
One can simply maintain stockpiles of civilian clothing

It's the dropped clothes that are the problem

2374
DF General Discussion / Re: Life imitating Dwarf Fortress
« on: November 10, 2008, 08:21:55 pm »
You'd think monkeys that freely accept food from people would be easy to dispose of, let alone if they frequent the same spots

2375
DF Gameplay Questions / Re: Watch Tower Design
« on: November 10, 2008, 11:16:28 am »
Nothing that is caged detects anything. They're some kind of quantum storage that prevents anything inside observing the outside, and vice versa.

Some say otherwise

2376
DF Suggestions / Re: Moving occupied coffins
« on: November 10, 2008, 10:46:54 am »
Are you sure the bones aren't reburied after the hauling is done?

2377
DF Dwarf Mode Discussion / Re: Mighty Record Keeping Warriors
« on: November 10, 2008, 02:05:31 am »
Alternatively let them build social skills

Makes for a fun time when all the troops die in some freak accident too

2378
DF Suggestions / Re: Improved underground features
« on: November 10, 2008, 01:49:14 am »
And, er, the bottomless pits with magma were bugs. Hilarious bugs, but... not intended. Or are you conflating the pits with the pipes?

Bottomless pits just about replaced magma from what I can tell. They look the same so I figured they're a result of magma pipes drying up

2379
DF Gameplay Questions / Re: My ice is melting!
« on: November 09, 2008, 08:04:40 pm »
Probably just not cold enough. The ice rock might have a different melting point. Mine lasted much longer

You can just turn the temperature off temporarily. More like a bugfix than anything


How is your site at by the way? I'm interested in cold biomes

2380
DF Suggestions / Re: Crossbow skill cap based on quality
« on: November 09, 2008, 07:30:35 pm »
If the rate of fire is drastically lowered, you have to remember to increase the range quite a bit or they're not worth using anymore

2381
DF Gameplay Questions / Burial
« on: November 09, 2008, 09:11:49 am »
Can tombs be relocated? I simply can't provide the appropriate masterwork coffins for the first casualties (or invading dwarves) so I'm wondering if I could build a temporary mausoleum outside and unbuild the coffins when my masterwork tombs are available and thus have the bones be hauled to their permanent resting place

2382
DF Dwarf Mode Discussion / Re: Collecting rainwater for all year
« on: November 09, 2008, 08:46:40 am »
Do remember that 1 deep water will evaporate even underground. Makes it tricky to make a proper cistern, it has to be expanded as you go

2383
DF Suggestions / Re: Suggestion Failpile (For Old Time's Sake)
« on: November 09, 2008, 08:43:17 am »
Could always go with something interesting and make "Wizards" (can we call them something original while at it?) more or less magic corrupted mortal creatures. Magic already manifests in magma by creating fire and magma men (and perhaps imps but I like to think those are natural or seminatural creatures), why not have it manifest in kobolds, elves and whatnot? The resulting entity would have some of the traits of the source. Magma men and the like are destructive because of their birthsource. Elven "Wizards" (misnomer) would have some elven traits and their magic would be tied to their birthsource (in this case, creating treants and storms or other nature related clichés stuff). The creature wouldn't be an elf anymore, more like an elf elemental. I don't think they could even talk with regular people anymore. Normal elves would probably be averse of it and avoid the thing out of fear as it tears through logging camps and drowns invading armies

Hmm, what exactly are demons anyway? The two could be tied together in some manner

2384
DF Suggestions / Improved underground features
« on: November 09, 2008, 07:35:19 am »
1. There's no reason why regional features should be limited to one each (well, other than maybe technical). Let us gen worlds where regions have more than one river, magma pipe and whatnot per region

2. Cave rivers should act more like normal rivers and brooks, running through the entire landscape underground, maybe even splitting and forming caverns at water fall spots for no particular reason. Magic squares that spawn water that runs into a chasm isn't much of a solution. Think of the possibilities, major rivers gushing below the otherwise worthless woodlands no one ever settles in

3. For the love of Armok get rid of the chasm "fingers". You know what I'm talking about. They're creepy, it's like building your home on a giant spider. I don't know how bottomless pits are formed (I suppose they used to have magma at some point, they've just about entirely replaced magma bearing ones in vanilla gen'd worlds. Only volcanoes seem to subsist) but they're much nicer

4. Improved HFS.
Spoiler (click to show/hide)

2385
DF Dwarf Mode Discussion / Re: Collecting rainwater for all year
« on: November 09, 2008, 07:22:22 am »
That just preserves the water, you have to think of a way to access it too. Any wells would have to be underground to combat evaporation and once that cistern is full, the spring rain will flood the well room. Not really a problem if it's on the same z level as the pond, you can just let the water flood the tunnel until it's accessible. Just wastes water, that's all

This is pretty reliant on the amount of water coming down

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