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Messages - Randominality

Pages: 1 ... 11 12 [13]
181
DF Gameplay Questions / Re: how do i get a dwarf to give up an item
« on: September 27, 2008, 09:17:49 pm »
thank you

also is there a way to make barrels only used fo alcohol?

EDIT: typo

182
DF Gameplay Questions / how do i get a dwarf to give up an item
« on: September 27, 2008, 04:19:07 pm »
i have a champion marksdwarf with a copper crossbow and i want to give him a nice high quality steel one. how do i get him to drop the copper one and pick a new one up. i forbided it but he still carried it around, just didnt use it.

183
DF Gameplay Questions / Re: Outdoor Mud
« on: September 22, 2008, 01:41:24 pm »
aah it is a mountain biome i think but its not very far at all froom a tropical biome, oh well no courtyard garden then.

184
DF Gameplay Questions / Re: Outdoor Mud
« on: September 21, 2008, 04:53:45 pm »
well my plan is to flood it then smooth paths out which wont be muddy - or will they? If they iare i can still just build floors on top which definitely wont be muddy

185
DF Gameplay Questions / Re: Outdoor Mud
« on: September 21, 2008, 02:13:31 pm »
yay so i can turn my courtyard into a garden

186
DF Gameplay Questions / Outdoor Mud
« on: September 20, 2008, 07:53:35 pm »
so i have now built myself a defended and walled off courtyard which has a felsite ground. If i cover it in water and let it dry uo to make it muddy, will grass and tress grow or not.

187
DF Dwarf Mode Discussion / Re: Silliest Artifacts
« on: September 16, 2008, 02:04:38 pm »
i just ad to share a couple from my current fort the names are pretty good
Merirfath The Pregnant Sack - a gem bin
Bem Etvuth The Flute of Scandal - a microcline mechanism (???)

and la peice de resistance:
Avuz Od The Mine of Limbs - a felsite scepter ( i lol' d pretty hard considering my mines next to a chasm just got invaded by a horde of giant bats and they had a pretty large battle with my 3 hammer dwarves and now the mines are in fact spatterd with limbs, dwarf chunks and bat chunks)

188
DF Dwarf Mode Discussion / Re: Fortress Names
« on: September 15, 2008, 04:53:11 pm »
my current expedition is called The Sweltering Razors

189
DF Dwarf Mode Discussion / Re: So... Wells...
« on: September 13, 2008, 12:10:52 pm »
i was a tad annoyed cos when i was building a well from a brook i thought to make it fun id dig a shaft to the bottom z-level from the brook then dig a shaft up to my fortress at the same level as the brook and put the wells on top of that. For some reason the water only went up to the z-level below the brook so i couldnt build wells there - i had to just dig a tunnel from the brook to the well to get the water to the right well.

Odd.

However, empty space between the well and the water doesn't matter, iirc. There could be ten z-levels of empty pit, but so long as the well had water below it it should work.

thats what it said on the wiki so at first i thought it wouldnt matter, but it wouldnt let me place the well until i had dug the direct tunnel. essentially there was a large colomn of water then on the z-level above an open space with water listed as well, then on the z-level above that it was just "open space" with no hint that there was water below so it wouldnt let me build the well

190
DF Suggestions / Re: Kingdom Mode
« on: September 13, 2008, 12:06:35 pm »
I think that the majority of people have a favored play type, and would rather focus on that type.  Especially given the 'play the civ' model, it would suck hard to have to build a fort everytime you wanted to play a warlord game.

i agree with you in hat this should be an option only so that you could play each individual section if you wanted to or the whole saga.

191
DF Dwarf Mode Discussion / Re: So... Wells...
« on: September 12, 2008, 02:18:49 pm »
i was a tad annoyed cos when i was building a well from a brook i thought to make it fun id dig a shaft to the bottom z-level from the brook then dig a shaft up to my fortress at the same level as the brook and put the wells on top of that. For some reason the water only went up to the z-level below the brook so i couldnt build wells there - i had to just dig a tunnel from the brook to the well to get the water to the right well.

192
DF Dwarf Mode Discussion / Re: Most beautifully doomed baby snatcher ever
« on: September 11, 2008, 05:41:54 pm »
my current fortress has a  courtyard with a zigzagging path full of max weapon traps ( the rest filled with channels) and a depot at one end. This is surrounded by a shooting gallery a couple of z-levels up with fortifacations all round in which my marksdwarves were all stationed. when an ambush decided to appear in this court yard there just so happened to be a human caravan in the depot with all its gaurds. The carnage that ensued was hilarious mainly because chunks of goblin were sent flying in all directions getting lodged several z-levels up in the fortifications, so that there was literally only about 4 blocks of fortification without some sort of decaying body part suck within. The ensuing stench must've been pretty bad since the dwarves couldnt remove the chunks from the fortifications. Still i like to think it looks threatening to any invading goblins, to see the skeletons of their kin jammed into any nook and cranny in a ring of sure death above them.

193
DF Suggestions / Re: Kingdom Mode
« on: September 06, 2008, 11:32:18 am »
I always figured it a natural progression, like Spore. Smaller scale to larger scale. Perhaps it would be cool if you could jump between the "Stages" on start.

ive always thought something like that would be great - as in you start out in adventure mode hacking and slashing your way around but then say you find a really nice site you can send one of your dwarves back home to bring with it a caravan. then you have to say clear the area with your remaining dwarves of danger for a set time until the caravan arrives with a 5 or so civilians and you can then start to build you fortress in fortress mode. Once you get the king for instance you could then start ordering around the whole nation on the world map, or somthing...

194
DF Suggestions / Re: New Top Suggestion gathering, ROUND TWO
« on: September 03, 2008, 12:43:00 pm »
1. "Forbidden area" designation (acts as a solid wall for pathfinding) - yes would make it way easier to control dwarves during seiges especially by allowing you to let them go into outdoor structures that are tacked on to your fort (the problem i had with one fortress where i had my fortress spanning a brook going through a gorge and i wanted to let my dwarves cross from one side to the other in a seige. Was they couldnt even though i built walls and a roof around a section of the gorge but it still qualified as outdoors so they wouldnt cross with the stay indoors order active.) 

2. Zoom to corpse/announcement - useful to try and find where someon has died and hence prevent other dwarves succumbing to the same fate

3. The ability to save designation "stamps" - good for digging out room complexes and exploratory mining


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