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Messages - Whitney

Pages: 1 ... 5 6 [7]
91
[redundant]

92
DF Suggestions / Re: Let squares with rocks be usable; also, tombs
« on: November 27, 2009, 02:29:30 am »
Cabinets in Tombs work just fine. I know clothes of the departed are put in the cabinet if it's in their tomb.

93
DF Gameplay Questions / Re: Do I need a Meeting Hall?
« on: November 24, 2009, 02:37:24 pm »
Meeting halls are not necessary - an activity zone is definitely sufficient, and does indeed work wonders in preventing parties.

In the case of dining halls, you'll still want to designate the table as a Dining Room so that your dwarves get happy thoughts from eating there - just leave the "meeting hall" setting turned off and drop an activity zone there instead.

Alright. I did forget to mention I use it as a dining hall for my dwarves. But this answered it perfectly. Much appreciated, everyone.

94
DF Suggestions / Re: insanity
« on: November 24, 2009, 12:36:21 pm »
I love the babbling dwarves. It's unfortunate they either starve or get dehydrated and die off. If they could feed themselves or at least be fed, I'd keep them around their whole lives.

Though, I wish their clothing wouldn't be "owned" by them when they toss it off.

95
DF Gameplay Questions / Do I need a Meeting Hall?
« on: November 24, 2009, 12:33:18 pm »
Do I need to designate a room as a meeting hall? Let's say I don't want there to be parties... ever. Can't I just build all the chairs and tables but not set it up as a meeting hall? Will there be any negative effects?

It's easy enough to get Idle Dwarves to gather there anyway by putting a Meeting Area Zone over it.

96
DF Gameplay Questions / Re: Tower Cap farms
« on: November 23, 2009, 05:40:20 pm »
I'll ask a dumb question that has been bugging me.  Why?  Why do we want to grow tower caps?  I once located an underground river, cleared a humongous area of stone, flooded it, drained it, and waited the year for the tower caps to grow.  During that year, I cut not one log of timber, for which I received the praise of the Elves.  Proudly I harvested the huge stalks of fungus, only to have the Elves then complain bitterly that I had denuded their favorite forest.

So, given that Elves think Tower Cap is a forest tree, and that underground rivers are so hazardous, and that clearing and irrigating large areas is a pain compared to trading for wood, why do we want to do this?   ???


Mostly so you can lock down your fortress and survive on everything locked in without having to go outside.

97
DF Suggestions / Re: People Carrying Money
« on: November 23, 2009, 05:34:32 pm »
I really don't see a reason for enemies carrying money.

In fortress mode, you have a set amount of coins in the economy. Adding more isn't really necessary. It's even better to not use coins at all due to the constant carrying.

In adventure mode, each civilization has a different form of currency, don't they? So let's say you steal money from an enemy, you surely aren't going to spend their currency at their home, will you? They probably aren't fond enough of you to let you waltz in and buy that Carp Waterskin you've had your eye on.

98
@LordDemon

That's a bit out of this suggestion, considering it's not really related to the original suggestion.

But, I must say, I might find that useful at times. But if we had everything that the Original Poster suggested, I wouldn't mind just searching by individual conditions before I start asking for the "OR" option.

One last thing. Temperature and Savagery. Rather than the options for it saying Low or High, how about the options can just be what they are. Let's say I want places marked as Cold on the biome information. Or I want a location with Freezing, Hot, Warm, or Temperate. It would try to pair me up with locations that are mostly that temperature. Similarly with Savagery (Beneign, Neutral, Savage) and Alignment (Good, Neutral, Evil)

I'd like to add the Trees and Vegetation to this. Maybe I want someplace heavily forested. Maybe not. To search by that would be handy too.

99
DF Suggestions / Re: Find Desired Location
« on: November 17, 2009, 08:54:44 pm »
Sand would be nice to search by.

101
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 12, 2009, 12:59:54 pm »
When I die in adventurer mode, I am unable to press ESC to "finish". I must CTRL-ALT-DEL out.

102
DF Modding / Re: Dwarf Therapist (LATEST 0.3.1 8/19/09 see first post)
« on: September 10, 2009, 02:41:36 pm »
Didn't expect it would be released so soon after d15... here it is. I hope it works.

Attempted to use it... but didn't manage to get it to work. I admit I have no idea what I'm doing and an explanation would make it far easier.

Add the string "0x4A9B1A72 = v0.28.181.40d16" into the game_data.ini

It worked. Much appreciated.  ;D

103
DF Modding / Re: Dwarf Therapist (LATEST 0.3.1 8/19/09 see first post)
« on: September 10, 2009, 02:09:20 pm »
Didn't expect it would be released so soon after d15... here it is. I hope it works.

Attempted to use it... but didn't manage to get it to work. I admit I have no idea what I'm doing and an explanation would make it far easier.

104
DF General Discussion / Re: Dwarf Fortress Talk #3: Topic Vote
« on: September 09, 2009, 09:57:05 pm »
World Generation is one of my favorite areas in the game and I'm curious about future customization available.

105
DF Suggestions / Re: Types of Dragon
« on: August 28, 2009, 10:39:58 am »
Starver's ideas are too much. But I do believe uttaku has the right idea.

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