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Messages - herrbdog

Pages: 1 ... 18 19 [20] 21 22 ... 32
286
DF Suggestions / Re: need some help plz
« on: July 16, 2007, 11:29:00 am »
Build the bed first, use 'b'. Then select it with 'q' once some dwarf has placed it.

287
DF Suggestions / Re: Infestations
« on: July 15, 2007, 03:30:00 pm »
Guano* can be used to make gunpowder (as the Saltpeter component)... were gunpowder to be implemented (and only in its most primitive form, imho)

Edit: *Guano being batshit...

[ July 15, 2007: Message edited by: herrbdog ]


288
DF Suggestions / Re: "Justice" nobles and Thief enemies
« on: July 15, 2007, 03:18:00 pm »
quote:
Originally posted by Dwarmin:
<STRONG>It broke both his legs instantly, and he ran right back to bed.</STRONG>

 :eek:


289
DF Suggestions / Re: Varying levels of alcoholism
« on: July 15, 2007, 03:17:00 pm »
Dwarf cancels drink: interrupted by Temperance Union Representative.

290
DF Suggestions / Re: Hospitals
« on: July 14, 2007, 12:15:00 pm »
quote:
Originally posted by Tormy:
<STRONG>I think we definitely need something like dwarf priests to heal the wounded. However replacing lost limbs?! Maybe with high magic, but not with healing.</STRONG>

Actually, this makes me think not of magic, per se, but an herbalist priest, like Friar Lawrence from Romeo & Juliet.


291
DF Suggestions / Re: Hospitals
« on: July 14, 2007, 02:48:00 am »
Not hack and slash? Look at US Civil War Surgery! It's atrocious ;D

292
DF Suggestions / Re: Hospitals
« on: July 13, 2007, 10:47:00 pm »
Acacia has aspirin properties as well. Other substances could be used as well, I am sure. How about curare? Poison arrows (Indiana Jones style) and can be used as an anaesthetic, by a SKILLED practitioner. There is a reason anaesthesiologists have the highest malpractice insurance...

293
DF Suggestions / Re: Multiplayer!
« on: July 13, 2007, 02:29:00 am »
I had an idea along these lines a while back. To start your base (different game idea I had then) your initial location would be hidden from everyone else's view until your presence was large enough to be made known. This would be the presence of armies, massive deforestation, lots of farms (outdoors), mines, &c. So you could always have a safe small base. Unless you made an enemy, then they would be able to find you, but you would not be immediately visible. You would have to be searched for. This, though being somewhat unrealistic, would provide a safe haven for newbies, small traders, and the like. Only when you wanted to take on more aggressive actions would your home base be made vulnerable. Of course the threshold for vulnerability could be set anywhere.

Edit: Oh, and other players could either start their own base, own single character (who could make a base or form a party to start a colony), or join another base, to the capacity decided by the player whose base he wants to join. Therefore griefing could be kept to a minimum, as you could kick out anyone who was an ass. Then bases could function as guilds as well.

[ July 13, 2007: Message edited by: herrbdog ]


294
DF Suggestions / Re: Labels and Levers
« on: July 13, 2007, 10:56:00 am »
My lava-lever would be labelled, "Pull me for a good time!" Then I would abandon and share that fortress...

295
DF Suggestions / Re: Nobles + Migration
« on: April 11, 2007, 08:17:00 pm »
And as extension of this idea, and an alternative to killing nobles who make 'unreasonable' demands (unreasonable subject to interpretation), if a noble's demands are going unfulfilled at the present location, perhaps the noble will just 'move on' to a 'better' fortress that is fulla suckers who just LOVE to make adamantium toys for nobles...

296
DF Suggestions / Re: Economy Suggestions for the next release
« on: April 11, 2007, 02:35:00 pm »
I 'drafted' two peasants (actually, wrestlers) to be masons, just to make low quality furniture for my peasant dwarfs' rooms. One is already too skilled now as he is churning out better pieces now. I think I need to get a dwarf with a head injury so he won't learn and improve...

297
DF Suggestions / Re: non bed ridden injuries
« on: April 13, 2007, 09:42:00 pm »
A lil OT, as this refers to bedridden injured dwarfs, but before I forget:

If nothing else, I've always thought that mugs should work as buckets do, to bring 1 unit of alcohol to a sick patient. They can be suffering from pain, but be somewhat happy from being brought food and water. However, the no alcohol thing drives them nuts. So by having a dwarf bring them drinks, they could feel better and not get all pissy form the scarcity of alcohol. (even though I have 1500 units about 10 feet from one of my currently bedridden legendary engravers...)

Also, I just thought of this, but perhaps 'friends' on break could come visit their sick friends, thus giving them good thoughts from talking to a friend recently.


298
DF Suggestions / Re: Noble mandates need to make more sense
« on: April 11, 2007, 10:27:00 am »
I just put a bed in the drowning chamber... you know, to drown caged enemies that just need to die, nobles, caravans... the like. Assign to that nasty noble (currently my Trade Minister likes too many rare gems, time to go to sleep...)

299
DF Suggestions / Re: quit but dont save dont abandon
« on: November 20, 2007, 06:09:00 pm »
The current version puts all modified files for a currently running game in the folder 'current'. Once you actually SAVE from the menu (or abandon), it copies the updated files to the save folder.

This version is protected from ctrl-alt-del corrupting saves. It is safe now, as safe as it is for any other program, anyway.


Edit: grammar for clarity

[ November 20, 2007: Message edited by: herrbdog ]


300
DF Suggestions / Re: Ways to change cooking alcohol?
« on: April 05, 2007, 08:48:00 pm »
I use beer when I make pancakes all the time, instead of water.

1c. Flour
1/4c. Sugar
1 Egg
1c. Beer!
1/2tsp. Salt
1/2tsp. Baking Powder

My pancakes are super fluffy, but don't taste like beer. Besides it's a great way to get rid of the crap beer my friends like to bring over... (I am a beer snob.)


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