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Topics - Khym Chanur

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46
DF Gameplay Questions / State of the military as of v0.31.18
« on: November 17, 2010, 06:39:16 pm »
From my understanding of things, the main issues with the military as of v0.31.18 are:

1) Dwarves won't eat or drink while waiting at a station or on a patrol route, even if they have flasks and backpacks with booze and food. (Does this also apply to training?)

2) If you set the minimum number of active members in a squad to (for example) 8 in a squad with 10 members, 8 will train all the time and 2 will never train.

3) There can only be one simultaneous sparring match in any one squad, so if you want the maximum amount of sparring you have to create a bunch of squads with only two members each.

Are there any other major problems?

47
DF Modding / [STANDARD_VERB]?
« on: November 16, 2010, 02:10:57 pm »
In raw/objects/language_words, does [STANDARD_VERB] mean:

1) A commonly used verb?

2) A non-irregular verb?

3) Something else?

Thanks.

48
DF Gameplay Questions / Furniture quality vs value for happy thoughts
« on: November 15, 2010, 01:14:54 am »
As far as I can remember, in 40d, it was the quality of furniture like statues which determined if it generated a happy thought in dwarves (and how much happiness), not the total value of the furniture.  However, doing some testing with 0.31.17, it seems that it's now the value which determines how much dwarves like it ("fine" vs "very fine" vs "completely sublime" in their thoughts).  Is this intentional, or a bug?

49
When discussing "Surroundings" with an NPC:

1) It should skip over sites which you already know about.  If you already know of all the sites the NPC knows of, it should say something like "Seems like you know the place just as well as I do"

2) The NPC should tell you about any hamlets/towns/castles which aren't on your map.

50
How much better are steel blades vs bronze blades?  Because if it's less than two times better, I should probably upgrade from the steel short sword I'm currently using to the -bronze long sword- I found in a shop.

Thanks in advance.

51
DF Suggestions / Improve ease of putting fortress guards on caravans
« on: November 11, 2010, 12:38:20 am »
Some ideas for making it easier to use the fortress's soldiers to guard caravans:

1) Some sort of active order that says "stay near the caravan while it's coming/going".  Maybe even some non-active way of tying it into schedules and alert levels.

2) Some sort of "caravan lookout" which will give you a short advanced warning on a incoming caravan, and will also point out where on the edge the caravan will enter, so you can station a squad there and be waiting for them.

3) A way of controlling/predicting the path(s) that the caravans take, in a manner easier than making it so that there's only one wagon-pathable route from the screen edge to the depot:

3a) Some way of asking the caravans to come in at a particular spot, like a flag planted at the edge of the map, or telling the liaison/diplomat the preferred entry point.

3b) The caravans for a particular civ will always use the same entry point as the first time they came.  If that point no longer has an open path to the depot then it will shift the minimum distance along the edge's perimeter to find an open path.

52
DF Suggestions / View vermin descriptions in game
« on: April 17, 2010, 02:42:39 am »
All of the vermin have descriptions in the raws, but you can't actually see them in-game like you can for non-vermin creatures, forcing you to read the raws to figure out what they are.  You should be able to look at the descriptions of the vermin in both fortress and adventurer modes.

53
DF Adventure Mode Discussion / Adventure log "depths of the world"
« on: April 14, 2010, 05:09:51 pm »
In the adventure log, if you select "u"nderground", it will show a bunch of "depths of the world", and "z"ooming to any of them will show various locations on the map, but when I go to any of the locations I can't find any entrance.  Does the map not indicate entrance, but just that there's caverns underneath the ground?  Or is there an entrance, but finding it is a matter of looking for a needle in a haystack?

54
DF Suggestions / Undead creatures should lose special attacks
« on: April 13, 2010, 02:52:10 am »
Using the new 0.31.03 "undead-ify arena creatures" feature, I found that zombie and skeletal dragons will breath fire, and zombie giant cave spiders will shoot webs.  I'm not sure if dragons should lose the fire breath in undeath, since it might be considered a magical ability, but cave spiders generating webs is definitely biological, and shouldn't be possible for dead things.

55
DF Suggestions / Don't move objects aside onto doors
« on: April 12, 2010, 04:59:46 am »
When placing a piece of furniture, the dwarfs moved aside the rock in the way and put in on the same square as a door, preventing the door from shutting.  They shouldn't consider doors to be appropriate places for as a destination square for shuffling around objects.

56
DF Gameplay Questions / Closeness for admiring objects
« on: April 12, 2010, 12:04:50 am »
How close does a dwarf have to be to admire a statue/cage/engraving/etc?  If I build a huge communal dining haul and put a statue at one end of it, will a dwarf who sits down at the opposite end be able to see it?

57
My mason produced a statue of the expedition leader surrounded by large roaches, which the leader absolutely detests.  I thought maybe my mason had a grudge against the leader, but no, they both consider each other "Long-term acquaintance".  And my mason has no animal he likes, let alone large roaches.  Is this just a coincidence?  My mason playing a practical joke on the leader?

58
Two new types of zoom which would be useful:

1) Zoom back to wherever you were before an auto-zoom happened.

2) From the announcements list, zoom to the location of the dwarf who's action caused the announcement, if different than the location of the announcement itself (or, rather, the location of where the dwarf was when the announcement happened).  For example, if a dwarf revealing more of the caverns causes an announcement about veins and gems, this would zoom to the dwarf who caused more of the cavern to be revealed.

59
DF Suggestions / Announcment: digging out unknown wall of known cavern
« on: April 10, 2010, 08:56:19 pm »
If you discover a cavern, and then dig through the cavern's wall in a part of the cavern which hasn't been exposed yet, you'll only get announcements about newly exposed veins/clusters/gems.  If no new minerals were exposed then you won't get any announcements, and might not realize that you've just created pathway into your fortress for all the underground critters to take.  So it would be nice if there was an announcement for cases like this.

60
DF Modding / Reaction: ice + empty bucket -> water in bucket
« on: April 10, 2010, 01:34:16 am »
Is it possible to make a reaction which takes an empty bucket plus a chunk of mined-out ice, and produce a bucket containing liquid water, as if it had been filled from a well?  I've made two attempts: the first turned wooden buckets into buckets made out of ice, and the second one caused all of the reagents to vanish without producing a product.

ETA: Ah, solved it:

Spoiler (click to show/hide)

Problems:

1) If you put the workshop above ground where it's freezing, the buckets end up contain ice.

1b) I can't figure out how to get my dwarves to move ice filled buckets underground.  They have no problem storing empty buckets in the furniture stockpile, and they ignore any orders to dump the ice filled buckets (I made sure to save and continue in case it was a pathing issue)

2) If you put the workshop underground, the ice will melt before the reaction can be finished. 

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