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Messages - Mount

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121
DF Gameplay Questions / Re: Scrolling through Partial Canidates.
« on: May 02, 2009, 06:59:50 pm »
I wish there were a way to "weight" my preferences.  If I'm looking for a site that contains an underground pool, a magma pipe, flux stone and a chasm...  the finder invariably assumes that magma is the least useful option, and will find a site that contains everything EXCEPT that (even if it has previously found a site WITH magma but missing other criteria)

It would be great to be able to assign one Priority-1 choice, two priority-2 choices, and a number of priority-3 options.  The finder could then look for all site containing the pri-1 choice, and discard all other sites, then re-sort the culled list for both Pri-2 options and discard any site that doesn't match at least one, THEN check for Pri-3 criteria.  If it hits on P1, both P2 and all P3, it returns the site as an exact match.  If it hits P1, both P2, and some P3, it returns a "near" match.  If it has P1 but only one P2 choice it returns a "partial" match (or possibly a short list of them).   It would definitely increase the amount of work being done by the processor for a search, but personally I would LOVE the increased precision.

122
When pooling liquids go in.. how about a corridr that lashes them with whips, and then dumps prickleberry juice in the open wounds? (and drowns them in citrusy goodnes?)

My god, you are a GENIUS!

i need some way of actually removing their skin first, however....

Love, jakkarra

I prefer EVIL Genius.  And if I recall correctly, aren't HFS created w/o skin?

Along this same track... I want to be able to drown enemies in vinegar... or better still, formaldehyde.  :)

123
DF Dwarf Mode Discussion / Re: Miasma and how you deal with it
« on: May 02, 2009, 06:34:24 pm »
I maintain separate refuse stockpiles.. one or more in a diagonal-door room or in an "outside" area that accepts anything but bone, shell, skulls, and hides, and one near the craftshop that accepts ONLY those items.  It keeps the materials handy for my crafters, and makes sure that they don't have to wade through the Bog of Stench to get to them.  Thus, the only dwarves ever exposed to miasma are designated "garbage men dwarfs"

124
When pooling liquids go in.. how about a corridr that lashes them with whips, and then dumps prickleberry juice in the open wounds? (and drowns them in citrusy goodnes?)

125
DF Gameplay Questions / Re: Actual pools of blood...
« on: May 02, 2009, 02:07:12 pm »
You're missing a very important factor here:  While blood-baths (pun intended) may not be going in soon/at all, there ARE apparently plans to allow for a literal Whiskey River.  :)

I plan to flood my dining hall to 3/7 with booze, and let my peons get tanked WHILE they learn to swim..

126
DF Dwarf Mode Discussion / Re: Strangest Demands.
« on: April 28, 2009, 05:19:08 pm »
He probably wants more aluminum items around the fort,but can't figure out how to import his own.

Makes much more since with weapons.

Make Spears... Use them.

As a trap.  In his room.

127
DF Gameplay Questions / Re: Booze, seeds, etc
« on: April 28, 2009, 04:49:05 pm »
In one of my more paranoid fortresses, I built a tiny food stockpile, forbade EVERYTHING but seeds, and when it had been filled, sealed it away behind a lever-operated vault door.

Gabbro door + 3 granite mechanisms = Dwarven tupperware.

128
I looked up "yellowcake" on wikipedia, and it looks like refining it from pitchblende isn't THAT hard?  Crush it up, run acids over it and then let the acid dry?  Seems like it would be doable with DF-level technology...

I TOTALLY want to make lethally-radioactive statues to 'appease' my nobles demands for opulence..

129
DF Dwarf Mode Discussion / Re: Best Fortress Random Name
« on: April 28, 2009, 11:45:02 am »
"d" "p" shall be your friend.
not really any other choice. its possible to get seeds from plants though, so thats an option
seeds from plants.  I got sun berry seeds.  SUNSHINE!

I still say drinking Sunshine should prevent cave adaptation...

130
I had Elven traders come at the same time as those monkey things, I forget what they are called.
But I thought the monkeys were their pets or something, so I let them through.
They then stole a bunch of crap from me, and I was like >=O afterward. Those dirty elves...
I think I am going to kill them next time I see these elves...
Rhe-sus-Ma-caque

Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...

131
DF Modding / Re: Why is this rock barrel so darn heavy?
« on: April 27, 2009, 05:32:42 pm »
I don't think hauling gives experience, and hence no stat increases?

 :(

132
DF Gameplay Questions / Re: How to defend a flat embark point?
« on: April 27, 2009, 05:26:53 pm »
Here's another idea for a defense that I just came up with. You're planning on digging down, right? Well, do something like this then:

*snip*


I use a slightly different configuration -- I put the ropes at the bottom of the stairs, like so:
 
Code: [Select]
####
##d#
..X#
..X#
##d#
####

That way, the dog is NEVER more than 1 space from the stairs (and is occasionally on TOP of the stairs...)  and you only need two ropes/hounds.

133
DF Modding / Re: Why is this rock barrel so darn heavy?
« on: April 27, 2009, 05:19:05 pm »
As a side note...  does hauling super-heavy things make your haulers gain Strong stats?  as in, if I mark an anvil to be moved back and forth between two points a hundred times, will my hauler eventually become Superdwarvenly Strong?

134
DF Dwarf Mode Discussion / Re: Death tunnel project.
« on: April 27, 2009, 05:05:40 pm »
see, now I'm inspired to make a dethmaze ("a" purposely omitted) and see how long I can keep a hapless gobbo running in circles by closing trapped doors every time he gets within sight of an exit...

135
DF Gameplay Questions / Re: How to defend a flat embark point?
« on: April 27, 2009, 05:03:30 pm »
You could theoretically create drawbridges on 3/4 side around your entrance, and just leave them permanently up -- "instant" walls that are probably cheaper (stonewise) than regular ones. 

If you don't mind cave adaptation and don't have a lot of aboveground activities planned, you could just cover your entrance with a hatch, link it to a lever, and seal it shut.  As far as I can tell, this makes it unpickable by thieves, but still leaves you somewhat vulnerable to building-destroyers. 

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