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Messages - Slogo

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406
DF Gameplay Questions / Re: A few Bridge questions
« on: August 07, 2009, 09:28:07 am »
Does the bridge cave in apply in a setting like this:

Code: [Select]
z 0
......................
.|========||=========|. 2 Bridges, left one raises to the right, right one is retractable
......................

z -1
......................
..........#........... Pylon supported from below
......................


The retractable bridge will always be supported because of the pylon right? It doesn't matter that there's a bridge over it?

407
DF Dwarf Mode Discussion / Re: Bedroom design
« on: August 05, 2009, 03:17:48 pm »
I think he means that each spoke is one room and he uses stairs as the hallways.

I use a more hybrid approach to try and have the bedrooms occupy space within a 'cube'. Without having a ton of wasted space on walkways. A section of my housing area might look like this:

Spoiler (click to show/hide)

Not shown is how it all fits together and scales up. Usually I'll have such a 'pod' enclosed by my central staircases.

408
DF Suggestions / Re: Twofold: More realism and Less Drowning
« on: August 04, 2009, 02:17:28 pm »
Well I think you make some good points 2-7 water isn't really pressurized, at least not above standard atmospheric pressure. If it was all of the oceans and lakes would 'shoot' water up.

Also regardless of a dwarves ability to swim some of the mechanics should be in place for the other races.

409
DF Suggestions / Re: Watery Diversity
« on: August 03, 2009, 02:54:47 pm »
Trenches- bottomless pits under ocean tiles that can spawn fun creatures.
Underwater magma features- Essentially allow for magma pipes to appear under ocean tiles.
Crab People- Amphibious creatures with claw attacks

410
DF Modding / Re: DF "WIMB" mod (W.I.P.; help needed)
« on: August 03, 2009, 02:32:06 pm »
What about adding breeding tags to more creatures, possibly even including dragons and hydras.

Make snailmen drop shells when killed.

Look into tweaking dragons so they don't kill themselves in lava and can possibly fly.

411
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 03, 2009, 10:53:03 am »
Right but my point was that Obsidian short swords 100% completely outclasses Steel and you'd never ever ever make Steel short swords if you could make obsidian. If Obsidian swords were 125% (or 100%) there would at least be a trade-off.

412
DF Modding / Re: Lessim Mogaim - A rebalance mod
« on: August 03, 2009, 10:21:07 am »
For obsidian maybe you should lower the damage % from 133->100% or 133%->125%. With the way it is now there's never a reason to make a steel sword if you can make an obsidian one. They cost less fuel, steel is more valuable/limited, and it takes less steps to produce.

413
DF Dwarf Mode Discussion / Re: Regional Strip Mine
« on: August 03, 2009, 10:04:35 am »
Knowing which embark square has it (if you have that enabled) is the easiest way as others said.

If you don't know the square then keep an eye out for clues like Fire Snakes appearing.

414
DF Modding / Re: DF "WIMB" mod (W.I.P.; help needed)
« on: August 03, 2009, 09:15:26 am »
Well for combat purposes wouldn't the bear be fighting on two legs? I can see it making sense in that way.

Either way it does seem like a nice set of small changes.

415
DF Dwarf Mode Discussion / Re: Kitten Crater
« on: August 02, 2009, 06:07:42 pm »
You should have put a trade depot next to the pit and pulled the lever when the human/elven caravan came around drenching them in blood.

416
DF Dwarf Mode Discussion / Re: Vault Challenge
« on: August 02, 2009, 06:04:23 pm »
Hmm you consider fortification draining an exploit. Well it's the only way to make tamper proof drainage for an impenetrable vault challenge. My map is gonna use it, otherwise it's just make the challenge trivial (I'm not going for an impossible vault just one that's fun to crack).

417
DF Suggestions / Re: Watery Diversity
« on: July 31, 2009, 01:10:36 pm »
Yes! We need a Kraken badly!

Also ships as 'wagons' and docks as depots.

418
DF Suggestions / Re: Watery Diversity
« on: July 31, 2009, 01:05:14 pm »
Tsunamis maybe? Giant waves that crash in covering the map in a large amount of water.

419
DF Dwarf Mode Discussion / Re: inside-out world megaproject
« on: July 31, 2009, 12:52:57 pm »
Good thinking.

Microline could still be useful though. You could make a 'lake' on the 'surface' of your world. Just plop down some microcline in the sand layer.

420
You can change speed without a regen I'm pretty sure. You could mod the orcs to be super super incredibly slow and they'd be unable to occupy the same spot as Morul as easily as they do now.

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