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Messages - Twad

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61
DF Gameplay Questions / Re: Crossbows & shields
« on: February 16, 2009, 05:19:19 pm »
its weird since the crosbow it two-handed.. or maybe its only in melee that they use two hands??

62
DF Gameplay Questions / Re: Digging too deep [Spoiler Warning!]
« on: February 16, 2009, 03:32:32 pm »
Does adamantine only appears in specific biomes ?

63
DF Suggestions / Re: Food
« on: February 16, 2009, 01:41:26 pm »
-- On Food

Dwarves should be able to take big stack of prepared food, dividing them and putting them in barrels.. im tired of seeing hundreds of prepared meals just get eaten by flies in my stockpiles.

Or some way of getting rid of flies.. like, bat pets or something.

64
DF Suggestions / Re: Gigantic turtles
« on: February 15, 2009, 12:45:01 am »
Threat: The giants living in their cloud cities.

I like this idea. In a fantasy environment, you might see landscape that's actually made up of giant sleeping turtles, enormous dragons, world-serpents, vast slumbering trolls, giant skeletons/corpses, continent-sized elementals, city-sized golems/collossi, what have you.

It would be great if it could be modeled.

I *don't* think it should be easy, or wise, to try to kill such a creature.
There should be major and immediate repercussions, and-to use the turtle as an example-it shouldn't be at all easy to penetrate such a shell. It'd probably be several degrees harder and more resilient than a normal turtle shell. Not to mention, slow or not, such an awesome beast should/would be able to defend itself.

They might even have protectors.


Heck, just killing it would provoke a flood of presurized blood to rush out and (ironicaly) drown everything in its path.. and once its stops, it coagulate somewhat, trapping and sealing the affected areas.

65
DF Suggestions / Re: Bones as a building material
« on: February 15, 2009, 12:39:34 am »
hehehe.. a fortress fortified with the bones of their fallen ennemies.. it keeps growing! And they keep coming back for more!

Bones/skulls/shells should stack.. oh yes they should. Fish bones pile up way too fast in small 6-units stack when a single dragon bone stack have 100 units.

And we should get some way of simplyfiying the names of items, like when i dont care about the long names; i just wanna know the fact that its made of bones, or just know that its a wearable leather armor i have without seeing "narrow, dog, donkey, resus maquaque whatever" that screw up the text and i dont get the information.

66
DF Gameplay Questions / Re: Questions from a newbie
« on: February 14, 2009, 03:22:46 pm »
Food-
My prepared food isnt put in barrels, and there are dozens empty lying around.. how can i order them to be put in barrels?

67
DF Gameplay Questions / Re: Dwarf Drinking Problem
« on: February 14, 2009, 02:32:27 pm »
after some more playing, its still coming up (lot less often but still a problem).. and i have more than  600 units of booze now and steadily increasing.

That makes me wonder; to make a good "water source" activity zone, do we have to cover it with the zone or just put it next to it? Didnt see a definitive answer on it..
Do we have to dig the surface of the water (in brooks) to make a good external water source (its so stupid to "dig" in surface water anyway.. the top layer count like solid ground!)

68
DF Suggestions / Re: Adjustable immigrant settings.
« on: February 13, 2009, 12:00:31 am »
i would like very much receiving less immigrants per wave. Right now its always between 20-30 each time they come. And 70% of these are always completely useless..

If we could ask the town liason what kind of immigrant we need, the number we want and who we dont want..  it would allow us some control over their content and numbers..

69
DF Suggestions / Re: Future weapons
« on: February 12, 2009, 11:50:16 pm »
I like the idea. Only military weapons or all tools as well? IMHO tools would not be a good idea, especially if we lose them early we are in big trouble.
I want some way to keep our weapons in good shape..
- oils, they prevent rust?
- some sort of metal "mill" for sharpening as its own workshop that soldiers/metalsmiths could use, or its an option inside a metalsmith forge "maintain weapons"
- small sharpening stones. Portable, but slow to use, soldiers could try to maintain their own stuff before sleep or in the field, if they have them.

70
DF Gameplay Questions / Re: Questions from a newbie
« on: February 12, 2009, 07:52:06 pm »
- Strange behavior when civilians are in danger

I got in front of my entrance a big "restricted access" zone, and lots of traps. My dudes moove out to do their thing, meet ambushing goblins litteraly on the doorstep.. but instead of going back in (because in front there is; Goblins, restricted area).. they stupidly charge foward and basically commit suicide by isolating themselves in the middle of goblin crowd..

Is the "running away" "AI" just makes dwarves move randomly? They dont even try to retreat back inside. Lost many very good dwarves to that suicidal behavior (i usually dont have the reaction time to instantly give them the order to move back in) . Also, the order of "only soldiers out" seems to be ignored whenever ennemies are too close.

71
DF Gameplay Questions / Re: Dwarf Drinking Problem
« on: February 12, 2009, 01:33:57 pm »
i have the exact same problem right ..NOW

Many of my dwarves keep getting out of my fort to drink water from the brook, far away and easy targets for goblins.. but i have about ~120 units of booze AND many working ''watersource'' at the same brook but safe inside my fortress.. it usually works.. but now, i just dont get it, they never did this before.

Maybe all the kegs are in use by other drinkers.. my current farming/brewing operation works badly cuz  im hunting my farmers to remove all their useless tasks. And  yet they just ignore my water sources.

72
DF Suggestions / Re: Fixing The Trade Equation
« on: February 11, 2009, 01:13:41 pm »
skull totems would be usefull if we could use them as furniture to decorate places, expecially when you use megabeast skulls (dragon skull totem in the main dining hall anyone?). or place them outside your fort as a "warning" to invaders..

Early caravan i have trouble buying, but after 3-4 years, i can buy them whole almost constantly. Craft have no use and are produced really, really fast.. with some skills they sell well.

73
DF Gameplay Questions / Re: Questions from a newbie
« on: February 11, 2009, 09:57:37 am »
- Stockpiles

What is the difference between "core" and "total" quality settings in the Q/S menu?

74
DF Gameplay Questions / Re: Questions from a newbie
« on: February 10, 2009, 09:10:55 pm »
Stop a couple of them from doing anything else with the V (select someone)-P (preference)-L(labor)? If they are not that busy they will rush to do that job. And is your Trade depot close to your finished goods stockpile? The closer the better, i made my Trade depot on top of my stockpile with lots of stairs, and it takes only an instant to move all the goods.

75
DF Gameplay Questions / Re: Gunpowder
« on: February 10, 2009, 04:00:28 pm »
i would like "gunpowder/explosive/burning stuff" just for one thing personally; Explosive or incendiary ammunition for catapults. It would make them usefull and fun IMHO.

 Ammo : a wood barrel, filled with the stuff. Explodes with a reasonable splash radius on impact (5x5 centered on impact zone?), then fire and smoke on the "crater" for a moment.

-edit:
Balista kills almost all in a line..
Incendiary ammo could be barrels filled with oil; fire acts as area denial and of course the burning.
Explosive ammo could use glass shells for fragmentation; explosive radius, good against groups.

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