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Messages - CobaltKobold

Pages: 1 ... 206 207 [208] 209 210 ... 224
3106
DF Gameplay Questions / Re: Few beginners question
« on: January 21, 2009, 09:47:10 pm »
Also, since you ha'e soil outside, dig under it, it's not uncommon for there to be another soil layer under it for you to farm underground.

3107
DF General Discussion / Re: Slaves to Arnok: God of Blood
« on: January 21, 2009, 09:46:16 pm »
That'd make pocket worlds a bit boring and predictable. Or at least predictable.

Besides, there's no [SPHERE:BLOOD] for Armok to ha'e.

3108
DF Suggestions / Re: Nobility Killing Penalty Idea!
« on: January 21, 2009, 09:00:36 pm »
Well, it's not insane for the 7 to fund it themselves- something less than 2700☼ once you get there, but I guess there's also wagon, two animals (~500☼), and whate'er hidden supplies it takes to get to the embark- if you ha'e a metalsmith, you just sold a few anvils.

Why would the artisan stay? It's home, where friends and family are.

3109
Well, I see a door frame...

The barrels are too flatly/darkly shaded, I'd agree, and bins need a liittle more distinguishing from blackness.

3110
DF Suggestions / Re: Nobility Killing Penalty Idea!
« on: January 21, 2009, 08:33:09 pm »
Or maybe with the "dwarfs become aware of persecution" mechanic Toady mentioned, maybe they'll stop coming. Or, if they look finely enough at the preferences, only the adamantite/glass/bossy nobles will steer clear of that fort named LeverSpikes, but the ones who "don't really care about anything anymore" might...hmm...

3112
Cats will also adopt people while paused, but the "not all things are paused" is known...

3113
It seems to my observations, that a Dwarf only recalculates his path if it becomes blocked, or another moving unit collides with him and grounds him. Until then some system just checks to be sure his existing path is still valid (since he changes routes before reaching a freshly locked door, and can go around other units, if the hallway is wide enough).
My dwarvesgoblins don't divert until they actually reach it and find "Huh, this door is locked now."

3114
DF General Discussion / Re: The NEW Future of the Fortress
« on: January 21, 2009, 06:58:55 pm »
I can answer one bit- at least presently, narrow is a creature tag separate from size. (So is stout.)

3115
DF Suggestions / Re: Cold, Freezing, Winter
« on: January 21, 2009, 06:56:29 pm »
Heat in general needs a rework. It's very difficult to tune the temperature of a generated world too
Tried the worldpainter?

3116
DF Suggestions / Re: Floaty Rock
« on: January 21, 2009, 06:53:44 pm »
that the rocks aren't lighter than air, but rather exert an upward force.
It's...pretty hard to distinguish those two meaningfully, except that if it's actively floating up (rather than just being buoyed up by air) then it will be able to do so more forcefully per unit volume, unless you allow actual negative weights.

3117
DF Suggestions / Re: Modder Help: Arena
« on: January 21, 2009, 06:48:18 pm »
except Ice floor + ‼creature‼

3118
DF Bug Reports / Re: [40d] Gender Check on Gods
« on: January 21, 2009, 06:45:15 pm »
Which is fine. Are you going to tell the god no?

3119
DF Gameplay Questions / Re: Moving Creatures in cages and more...
« on: January 21, 2009, 06:44:43 pm »
Dwarves will not hold parties in a properly designated dining room.
Tell that to my dwarves.
Dwarfs will party in meeting areas, you probably ha'e the option set to make your dining hall also a meeting area.

If you mean disarm caged goblins, build their cage(b->j), then designate the square for dumping (d->b->d), but undesignate the cage itself (t->d).

The 70? means your bookkeeper is still set on lowest precision/hasn't got an office to improve this.

3120
Well, normally bones don't stay together by themselves without connective tissue, so skeletons might need a tweak.

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