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Messages - AncientEnemy

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706
DF Suggestions / Re: [For or Against] Tunnelers units
« on: March 19, 2009, 10:20:53 am »
I haven't read the whole thread so forgive me if i'm rehashing some points.

Personally, I'm in favor of tunneling units, I'm really in favor of anything that makes the game challenging without having to impose handicaps upon yourself (okay, i wont make my fort invincible, or too many traps... or should i build no traps... what's fair? etc)

although I think tunneling should be limited, only used rarely and only by certain threats. I think two steps that should be included before tunneling with regards to sieges:
-goblins being able to build crude bridges or rafts to cross channels/moats (or being able to swim over small ones, perhaps with a chance to drown in the process)
-goblins being able to break down any constructed walls/barriers after some time (and perhaps requiring multiple goblins working on the same tile). this would give a more realistic under siege feel, with archers trying to kill off the invaders while the invaders try to break in, instead of current seigers milling around on the other corner of the map while you sit inside comfortably.

and these could happen over subsequent seiges; eg goblins arrive and your fortress is impenetrable. perhaps they will attempt to break down wooden doors/bridges to get in. if they can't and eventually leave, the next seige comes prepared to cross channels and break down walls. if that fails, the next seige comes prepared to tunnel in.

i am also obsessed with aesthetics and dig the idea of temporary tunnels that would only admit the small/narrow creatures that dug them and close up after a time.

707
if such a thing happens again, you could try changing the squads settings from 'chases opponents' to 'stays close to station'. this (should) also make them reload after using up their bolts.

another way that comes to mind is build a raising bridge between the goblin area and the shooting area, so you can raise it to prevent the dwarves from seeing the goblins.

708
DF Gameplay Questions / Re: How do you remove traps?
« on: March 19, 2009, 09:03:00 am »
q then x on the trap

709
DF Suggestions / Re: more find desired location options
« on: March 18, 2009, 08:57:25 pm »
the site finder desperately needs two features:

1. ability to STOP SEARCHING ONCE A SUITABLE SITE IS FOUND. it's so annoying that it will search the entire world even if it finds what you ask for in the second place it looks. which leads to:

2. the ability to 'find next'. It may search the whole world for sites with a river and magma, but you only ever get to look at the first one it finds, even though there may be 20 sites that fit that criteria.

710
that's the stone, which it sounds like he's already got.

http://www.dwarffortresswiki.net/index.php/Strange_mood#Demands

you can see what he's already grabbed by hitting t and highlighting the workshop (the item with the B next to is what the workshop is Built out of, the rest is what he's working on). you'll still see him list all his demands even if he's already gotten all of the rocks he needs.

711
DF Dwarf Mode Discussion / Re: Dwarf Fortress starting window XY.
« on: March 18, 2009, 08:37:36 pm »
well first, couldn't you just set the taskbar to autohide, or disable 'keep the task bar on top of other windows', or just hide the taskbar for a moment when you open DF?

if it's that much of a hassle, there's a utility i use for dual monitors, and one of its features is allowing you to set the starting position of a window. currently i can't get DF to work with a specific X/Y setting (it just screws up the DF window), but i -can- get it to 'remember the last position' of the window and open it there. there's probably alot of extraneous utilites you don't need since it's mainly used for it's dual monitor features, but the install does let you pick and choose which features to install and it doesn't really use much in the way of resources to begin with.

http://www.realtimesoft.com/ultramon/download_beta.asp

so yeah, install, make a shortcut to DF, go into the properties of the shortcut, ultramon - window, use custom settings, show: last used position. then open DF (via the shortcut), stick it where you want it, quit, and the shortcut should open it there from then on (or open at 0,0 and then jump there after a moment)

712
it's stacked cloth, not clothes. as in pigtail cloth or cave spider silk cloth. so loom some if you can or buy some.

and bars of mtal means just that, bars, not ore. smelt some bars

713
DF Gameplay Questions / Re: Fire snakes
« on: March 18, 2009, 08:01:59 pm »
yeah fire snakes are largely harmless

714
Do you have a meeting area designated from a dining room or whatever?  If dwarves don't have a meeting area, they'll hang out wherever they want (which is usually someplace idiotic and/or suicidal) but if you have a meeting area, they'll spend most of their idle time there.

i think this is actually a bug, although i've only run into it a couple times and can't replicate it intentionally. dwarf gets trapped somewhere for awhile, then freed, and for some reason the spot where they were trapped becomes their personal meeting area (even with active/accessible meeting areas that all their friends are using) and they keep returning there. it seems to go away if you just make that spot inaccessible, build a door leading to this chamber and keep it locked when the room isn't in use (or just wall it off if dwarves don't need to go in there at all)

715
DF Suggestions / Re: Temperature simplification
« on: March 17, 2009, 09:31:20 pm »
I think oversimplifying such things is opposite of the striking realism Toady's going for.

i just think there's no gain to be had by something being simulated with extreme precision behind the scenes when the same thing could be simulated with just as much realism by a much simpler system.

i mean the grand majority of the time the only interaction the player has with temperature at all is ice or magma, and yet for those to work temperature must be constantly processed, when really the only part that matters (what the player can interact with) is that magma burns something when it touches it and that ice freezes and unfreezes at the appropriate times. an event-based temperature system could be just as accurate but virtually processing-free.

and like i said, the original temperature system would still be available, possibly for future use when it becomes more relevant or processing power becomes less so.

716
DF General Discussion / Re: Add the DF Wiki to the Firefox search bar
« on: March 17, 2009, 09:01:32 pm »
yes, yes, i found it now. like i said i've searched for said option for ages, i never suspected that it existed but was just hidden unless you're at the site, and not just grayed out like every other option.

717
DF Gameplay Questions / Re: Newbie Questions
« on: March 17, 2009, 08:56:55 pm »
deeper doesn't necessarily equal better. look at the stone layers page, and figure out which types you have (each z level can be different) sedimentary is the best for useful ore and is often near the surface

718
DF Gameplay Questions / Re: Newbie Questions
« on: March 17, 2009, 07:21:25 pm »
heh. check out http://www.dwarffortresswiki.net/index.php/Exploratory_mining
and http://www.dwarffortresswiki.net/index.php/Stone_layers
and do some diggin. almost everywhere has some useful ore to be found.

719
DF Gameplay Questions / Re: Newbie Questions
« on: March 17, 2009, 07:10:57 pm »
it might be possible to melt a metal block (that was made from a metal bar), I haven' tried. you'd probably have to melt multiple blocks of the same material to get a bar back

as for a block made of rock (metal ore), i think the only way to turn it into a bar is to put it in a metal bin, expose that bin to magma until the stone melts, then let it cool down, and you'll be left with the original stone (or ore) that can then be smelted. quite an elaborate deal

720
DF Gameplay Questions / Re: Its raining Stones
« on: March 17, 2009, 06:56:16 pm »
not floodgates, but Supports will do it. you hook em up to a lever/pressure plate and they collapse when it's thrown (also completely safe for your dwarves (provided they dont wander under it) since they don't have to be near the thing when you activate it). a simplified way of doing it:

Code: (z2) [Select]
..... open space
.....
u+S.. up stairs, +floor, Support (on a floor)
.....
.....
Code: (z3) [Select]
..eee
..++e  +floors Extending as far out as you like
dg++e Down stairs, floor Grate
..++e
..eee

so you throw the switch hooked up to the support, and the whole upper level falls (the floor grate will provide access for your builders but wont support the structure). all you'd need to rebuild each time is the 1 tile of floor and support on the lower level (and connect it to the lever), and however much killspace you wanted to be dropping. you could even make multiple levels of too-be-dropped area so you could use it repeatedly quickly (just make sure to drop them in order from lowest to highest, or the higher floors will crash through the lower ones)

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