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Messages - Warlord255

Pages: 1 ... 43 44 [45] 46 47 ... 179
661
DF General Discussion / Re: Any DF Fans in the Seattle area?
« on: September 23, 2009, 05:15:50 pm »
Any way of doing non-personal interviews?

662
DF Suggestions / Re: Dwarven Combat Medicine Labor/Role
« on: September 22, 2009, 11:17:56 pm »
For the sorts of skirmishes we see in fort mode right now, mid-combat patching isn't very likely to happen unless you have a reprieve between siege squads. And even then, that'll be short.

I think the field bandages are just some minor mitigation that can be done by soldiers immediately after a battle or as the last survivors are being chased away, rather than stopping to fix someone while there are still ten goblins dogpiling all over your troops.

663
DF General Discussion / Re: Dwarf fortress in Brazil
« on: September 22, 2009, 06:20:54 pm »
Sorry, I'm not fluent in English to, my want is to build a webpage with DF tutorials and playthroughs

You can do that just fine if you like; so long as you're not trying to make money (or as for donations), I can't see anyone objecting to tutorials.

That said, if you wanted to attempt a translation of the game, you would probably need direct permission/help from Toady.

664
DF Modding / Re: Is there a partial vein reveal mod?
« on: September 22, 2009, 11:53:52 am »
IIRC some manner of smartmining is going into the next release.

However, if I keep making sourceless claims like that, I'm going to get a bad reputation as a loony...

665
DF Modding / Re: Holy [carp], Fellow Modders! Custom Workshops!
« on: September 22, 2009, 07:48:16 am »
If the new "workshops" are able to handle power considerations, we could create some exotic new power-producing buildings, or even decorative types of axle/gear.

666
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 22, 2009, 07:41:27 am »
IMHO, the only appropriate use of alcohol in dwarven medicine is the kind you see in a good Western or war movie, where the hero takes a swig of whiskey before getting cauterized or amputated or what have you.

Which brings up the question--wonder if there's a way for Toady to work cauterization into the mix (probably future release). Either as a part of dwarven medicine, or as an interaction between high temperature and tissue layers. Problem is, it seems you'd have to have some sort of intermediate state between "normal" and "on fire/melting".

That, and the job of producing or maintaining a low-temperature fire vs. current fuel considerations.

667
DF Suggestions / Re: Kennels -> New Task -> Neuter/Castrate Pet
« on: September 22, 2009, 12:04:11 am »
I'm fairly certain the new release has some form of castration available, given all the surgical updates.

You'd have to put the pet in with a hostile goblin/wilde animal and hope that it manages to slice off the reproductive organs and nothing else.
I'm fairly certain the new release has some form of castration available, given all the surgical updates.

You'd have to put the pet in with a hostile goblin/wilde animal and hope that it manages to slice off the reproductive organs and nothing else.

I haven't seen any mention of implimenting organized neutering or sex organs as added to the creature or known to work

I could be wrong. We'll see.

668
DF Suggestions / Re: Kennels -> New Task -> Neuter/Castrate Pet
« on: September 21, 2009, 04:44:28 pm »
I'm fairly certain the new release has some form of castration available, given all the surgical updates.

669
DF Suggestions / Re: Starfish-like Monsters
« on: September 21, 2009, 12:16:57 am »
IIRC right now true regeneration isn't possible due to a number of factors, but don't quote me on that.

Once the new anatomy system's been put through the grinder, we might see alterations that allow this sort of behavior.

670
DF Suggestions / Re: Different screw pump tile.
« on: September 20, 2009, 11:00:09 am »
The "chair" part of the pump should be the one that's altered; otherwise we won't see the pumps moving when a dwarf operates it.

671
DF Dwarf Mode Discussion / Can a noble punish... HIMSELF?
« on: September 20, 2009, 12:25:10 am »
My trader-noble has made a mandate for Large Gems. At present, he is the fort's only gem cutter and the most skilled gem setter. If he fails his own mandate, he may well be forced to sentence HIMSELF to severe beatings and jail time.


However, I have an immigrant gem setter who he may be able to blame... I'll also have to scan the other dwarves to make sure none of them have gem cutting skill. Once these interlopers are located and eliminated, we'll see what happens...

I'll keep you updated.

672
DF Dwarf Mode Discussion / Re: Excellent design fortress inspiration
« on: September 19, 2009, 07:32:47 pm »
I have a massive circular floorplan that you might find useful. Give me a moment to upload it somewhere.

673
DF General Discussion / Re: Dwarf Fortress Talk #3: Your Questions!
« on: September 19, 2009, 07:18:02 pm »
Hi.

Are Dwarf Fortress and Legend modes ever going to be integrated?  For example, right now, if a dragon shows up in DF, I cannot really know much about it unless I visit its legends page after the fortress expires.  It would be much cooler if one could get a link to an entity's Legends entry when selecting them, be they civs, megabeasts or really old goblins.

If a civ-entity had a cache of information it knows - such as goblins it's interacted with and dragons it's heard about - that information could be made available to the player. That'd be pretty neat.

674
DF Modding / Re: Holy Crap, Fellow Modders! Custom Workshops!
« on: September 19, 2009, 03:06:16 pm »
A ceramics workshop would work quite wonderfully and go perfectly with the kiln.

That said, I'm more eager to expand on the Alchemist's workshop with reactions using rare deep ores like Brimstone and Cobaltite, or the classic "Lead into Gold" alchemy.

675
DF Suggestions / Re: Soldiers carrying Booze
« on: September 19, 2009, 03:00:27 pm »
Soldiers will be able to carry booze in waterskins next version.

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