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Messages - Crossroads Inc.

Pages: 1 ... 81 82 [83] 84 85 ... 96
1231
DF Dwarf Mode Discussion / Re: Your most SCREWED Survivors...
« on: April 09, 2009, 11:53:54 am »
On the flip side of thinsg I once  had a Dwarf RECOVER from a brain injury... It was marked as yellow and he spent almost two years in bed.. One day I foudn the bed empty and he was off minning rocks like nothing happend.

On the lung thing, Ive had that happend to, a Hammer dwarf was injured in a raid and he lost his riggt lung... After everything else he healed he got up and started walking around, even though hes missing a lung./

1232
DF Dwarf Mode Discussion / Your most SCREWED Survivors...
« on: April 09, 2009, 10:47:11 am »
We've all seen the battle scarred vets, missing hands, limbs, mauled by bear... By some.. some just have worse luck..

Recently after a perticullary fierce siege... I saw the following on an Axdwarf...

"Spine: (red)
"Lower spine: (red)

=

SCREWED

1233
Any word of updates?/

1234
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: April 08, 2009, 11:41:16 pm »
BEHOLD the Epic LOINCLOTH!!!



1235
DF Dwarf Mode Discussion / Re: Most Epic artifact EVER
« on: April 08, 2009, 11:37:15 pm »
*EDIT* wrong thread

1236
DF Suggestions / Re: Barrels: Empty or full?
« on: April 07, 2009, 11:48:37 am »
Nah, thats waaaay too specfic, too many coplors would make us go nuts... We need very general things.

Green = ALL Plants, sweetpods, plump helmets, dimple cups, etc
Brown = ALL booze
Red = ALL meat
Blue = ALL fish
Grey = Seeds, Leaves, millable items?

Then you can go from Light green for full, green for medium, and Dark green for empty... or somethingf...

1237
DF Suggestions / Re: Barrels: Empty or full?
« on: April 07, 2009, 11:26:47 am »
Blinking i thinkwould drive you crazy... My suggestion is just have them different colors, and have them turn different shades as they go from full to empty... The questionm is how hard is this to code?

How does it work for the trees? which go from greent to yellow, to red from spring to winter.

1238
DF Suggestions / Barrels: Empty or full?
« on: April 07, 2009, 09:49:30 am »
For many of us, we all know that, given time, our food stores become vast, endless seas of Barrels... Seas that, unless you want to to individually check barrel to barrel, look exactly the same regardless fo contents...

As such, I have begun to think of one, simple thing... Some sort of coloring of barrels that show them at Full, Half empty, and Empty...

Trees change color from winter to spring... How hard would it be to have Barrels change shades depending on how full or empty they are? While where at it, could we color code them for food as well? Brown for booze, green for plants, red for meat?

Anyone, Anyone?

1239
DF Dwarf Mode Discussion / Re: A Perfect Gem?
« on: April 06, 2009, 12:43:02 pm »
The trick is to get someone in a fey mood to use the artifcat gem in Making another artifact!

1240
SO has anyone dug down into the HFS yet?

1241
DF Dwarf Mode Discussion / Re: Foresthold
« on: April 04, 2009, 10:21:11 pm »
Very nice, you should post the 3d pics in the 3D art thread over in General Discussion

1242
Looks nice. My concern would be hauling (my concern is always hauling, people complain about it constantly and then build fortresses the size of the Forbidden City). Is the entrance in the pit? I have two fortresses with entrances in the side of a pit and they work well. If so, then your depot is pretty far from the fortress given the two-wide hallways from the grotto to the fortress. Further, where would your killing field be? That long hallway from the pit to the grotto? Again, a lot of hauling if you ever wipe out a siege there. I've killed 80 in a large siege, each with at least 10 items dropped. That's 800 hauling trips right there. If I had that setup, I'd build a room off of that hallway with stockpiles for armor, weapons and goods dropped by attackers, and keep it locked so dwarves don't normally haul to them. Then when you need to clean up from a siege, lock up your other stockpiles and unlock those and once the bins are full, have them hauled into your fortress. If your depot is near, you might even just leave the narrow goods there and haul in the weapons/armor for melting or use.

My temptation would be to tighten up the fortress some so it's a little less sprawling and move it where the grotto is, and move the grotto south of the pit and east of the fortress. That may not work well on the map, however.

The only problem with rooms one level over the workshops is that the noise will reach the rooms and keep your dwarves awake. You need to keep about 16 tiles between your shops and rooms to prevent that, so putting them in one wing all 3 floors, with storage in the middle all 3 floors, and shops in the other wing all three floors would take care of that.

On the hauling issue, it is a concern... I'd planned on... Eventually, Carving out the bottomless pit into a spiral staircase so Caravans could come all the way to the bottom, and then maybe putting a Depot in the grotto... Defense is not an issue, The entrance to the, entrance, as it where is surrounded by a large 5zlelvel tall castle wall, and the entrance to that is lined with rather veil traps.  If need be, I can slowly trap and mine the entrance leading down to the lower city itself.

As far as rooms go, I have to say I never knew a workshop BELOW a room would radiate noise, I always made sure to put rooms away from workshops.. Ill have to be more carful I guess here. Of course as the current layout is set up, there should be plenty of space for that,

1243
The entrance right now is through the planned grotto up north...

The areas that are currently planned out are really just Hallways and open areas.. The four black areas between the hallways is where imp planning on putting the workshops, rooms, living spaces, etc... HOW to allocate that space is what Im thinking about.

1244
That is eventually going to be a grotto with a river and lake in it and.. if everything WORKS, hopefully cave bushes and towercaps growing after i flood it with cave water.

1245
DF Dwarf Mode Discussion / Caynoncastle layout... need Recomdations
« on: April 04, 2009, 09:21:38 am »
SO! ive designed the following new experimental Fortress layout:

The plan so far is rooms and food on the top level, shops and workshops on the next, and storage on the third, Each level is planned to be built directly below the top with a similar layout... My question is however.. What should go where? Ive never build a fortress like this before and wonder if anyone has advice on efficent layouts or where things should go

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