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Messages - Jake

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631
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 01, 2011, 01:28:57 am »
Couple of small ones.

First, does anyone happen to know how to make a weapon use the Miscellaneous Object User skill properly? I've tried every variant of MISCWEAPON, MISCOBJECT etc I can think of and still get unrecognised-attribute errors.

Second, is it possible for dwarves to have access to outside and underground crops without horribly breaking the game? It seems faintly silly that mine is apparently the only fortress in the world to think of planting a strawberry patch by the back gate.

632
General Discussion / Re: All I Want For Xmas is an HK416
« on: July 31, 2011, 09:08:01 pm »
Quote
"What do all those marks mean?"

This is a question I've gotten a few times, in regards to the shoulder patches and other paraphernalia that's velcroed or jabbed onto my uniform.

I went through the standard procedure, showing off my battalion patch, my brigade patch, my company stripe and the little shiny dingle-dangles I get on my fancy uniform.

He nodded and gave contented mewing sounds to my answers, listening intently.  When I was finished, he pointed and asked.

"And that?  Is that where you're stationed?"

"...That's my name."
As my wife's favourite stand-up comedian would put it, "there's yer sign."

633
DF Dwarf Mode Discussion / Re: Pig tail seeds/Textile Industry
« on: July 31, 2011, 05:35:26 pm »
An efficient setup does wonders for farming. Have the seed stockpile right next to the farm, and the seed-producing workshops right next to both of those. Dwarves will still be lazy bastards who wander off between one 'plant seed' job and the next (or at least this was the case in 40d, haven't tested since then), but burrows should help with that. Disable everything but farming on your farmers so they don't spam you with 'item inaccessible' messages, then confine them to farm, food, and bed.
Thanks for the advice. I already create a seed stockpile near my farms, but I've personally found it more efficient to keep the workshops next to my food and finished goods/raw materials stockpiles, which are in turn as close as possible to the dining hall and the clothing workshops etc. Haven't really experimented with burrows yet, and my farms tend to be in a soil layer a short walk from the fort, but I'll take that under advisement.

634
DF Suggestions / Re: Bolts shouldnt break upon impact with the earth.
« on: July 31, 2011, 02:28:32 pm »
Just as an aside, whether or not projectiles break on impact with the ground might be related to their velocity. I've yet to see one of my modded-in bullets hit the ground in a useable form, for example.

635
DF Suggestions / Re: About houses...
« on: July 31, 2011, 02:23:36 pm »
Battle damage and the like certainly are planned (and used to be in for megabeast rampages in the old town system), and have been mentioned in a DF Talk episode. From the dev log, ruined towns will have decaying buildings as well, but I don't recall a mention of building decay for buildings in otherwise living settlements.
Presumably there would be maintenance and repairs taking place while the place was still inhabited. Wooden walls etc needing replacement planks every once in a while in Fortress Mode would be nice, though. Anyone know if painting wood to protect it from the elements was known in-period?

636
A hypothermia mechanic would have to be added. But I think that adding hot drinks would be a good addition, but dwarves don't seem to have much interest in drink non-alcoholic beverages, I guess it could be a supplement, or they might just all drink Irish Coffee!
Everyone preferred beer or wine to water in those days, as it was less likely to make you shit uncontrollably until you died of dehydration, but even back then it was known that excessive alcohol consumption wasn't a brilliant idea either. Beer and wine are also rather time-consumping and complicated to make compared to coffee or tea, which require only boiling water and preferably some way of filtering the leaves or grounds out of whatever you're serving the beverage in. Lastly, there are plans to expand religious affiliations to include forbidding certain foodstuffs; it's not unlikely that alcoholic beverages will be included in that.

637
DF Suggestions / Re: Less random migrants.
« on: July 31, 2011, 01:53:31 pm »
What I'd like to see is the ability to request migrants of a particular profession when the outpost liaison (or however the hell you spell that) visits with the dwarven caravan. It would still be somewhat random, but should significantly increase the chances of dwarves with the skills you request turning up.

638
DF Dwarf Mode Discussion / Re: Pig tail seeds/Textile Industry
« on: July 31, 2011, 01:33:33 pm »
Doing it yourself stacks quality modifiers in your favor, which is where the big bucks are.
True, but my experience so far has been that farming is so manpower-intensive that a fortress that was completely self-sufficient for cloth would have very little scope for doing anything but farming, weaving and dressmaking. An agrarian-focused fortress could be an interesting experiment, but not perhaps everyone's cup of tea.

639
DF Dwarf Mode Discussion / Re: Pig tail seeds/Textile Industry
« on: July 31, 2011, 12:52:15 am »
But socks are such good exports!
So do what I do, and import cloth in bulk. The bins come included in the price and some of it will come ready-dyed, and one bin of well-made clothes is worth three or four bins of the raw material.

640
At least one pal of mine after decided I was insane after he showed me some of his carp-fishing pictures and I burst out laughing.

641
Don't think this has been mentioned yet, so what about tea or coffee as an alternative to alcohol for making water more palateable and safer to drink? Hot drinks could also provide a small happy thought in cold weather, and slow the onset of hypothermia for dwarves working outside for long periods.

642
I'm also much the same, though I feel a strong duty of care towards my dwarves and try very hard to keep them alive. I do mod quite extensively, however, with the Flora and Fauna mod and a load of tweaks to entity_default as well as what can be found in my sig.

643
DF Dwarf Mode Discussion / Re: You have discovered...
« on: July 27, 2011, 11:26:37 pm »
So what exactly is the shrine built out of? Going by colour alone you might have quite a bit of useful timber there.

644
DF Dwarf Mode Discussion / Re: Army Uniforms
« on: July 27, 2011, 06:26:59 pm »
Peasant:

Crossbow, leather quiver. They stand behind fortifications shooting at stuff and occasionally getting shot at. They take casualties more regularly than my melee dwarves despite never engaging in actual combat...
Might want to give them some leftover goblin armour, or the stuff your newest armourer knocks out while he's learning the trade. A breastplate and helm is more than enough if they're only taking ranged fire, as hits to a limb won't kill except from bleeding out or infection.

645
DF Dwarf Mode Discussion / Re: Army Uniforms
« on: July 27, 2011, 11:57:56 am »
Sentries:
Uniform: Red tunic and coat, white shirt, blue trousers and a blue cloak.
Equipment: Breatsplate, helmet, leather high boots and a crossbow. (Or, when using the Black Powder Firearms mod, a musket.)
Role: Stationed behind fortifications throughout the year to pick off thieves and dangerous wild animals.

Fast Reaction:
Uniform: None
Equipment: Full chain mail, helm, shield and the melee weapon of their choice.
Role: Defend the gates should they be breached, and if possible kill titans and other megabeasts before they close with the fortress.

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