Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ManaUser

Pages: 1 ... 13 14 [15] 16 17 ... 29
211
DF Modding / Re: The 32x32 Tileset Project - Graphical DF
« on: May 07, 2010, 04:08:58 pm »
Personally, I'm quite happy using 16x16 tiles are 1000+ resolution. It just means I can see more of my fort. I'm not saying bigger tiles aren't a good idea though.

212
@cganya
You are right for the most part, but real life medieval war hammer only weight about 1kg - Lighter than most sword, mace and axe(obviously) of the same age. Definitely lighter than modern nailing hammer.
At the risk of belaboring the point, a modern nailing hammer doesn't weigh more than a kilogram either. Based on extensive research, I'd say one pound (16 oz) was more typical in real life. That's just the head, but the total weight still comes out under 2lb or 1kg.

213
DF Adventure Mode Discussion / Re: Why Erab Panadre Quit Drinking
« on: May 06, 2010, 10:46:38 pm »
It's difficult to say what part of this whole thing is most wrong, since there's a whole confluence of things, but I'd probably have to say it's the fact that picking up liquid (whether in your hands or a container) doesn't actually remove that liquid from the ground. Apparently the game just doesn't keep track of contaminant quantity, at least not in much detail. That being the case, a more reasonable behavior would be that you could only pick up one unit of liquid before the pool was reduced to a "smear".

Well, that and the part where Play Now! dumps you into the world naked, that's quite bizarre too.

214
DF Gameplay Questions / Re: Magma pump stack materials
« on: May 06, 2010, 01:53:23 pm »
What if magma flows into the walkable tile of the pump?

215
DF General Discussion / Re: Real-world information in the Wiki?
« on: May 06, 2010, 10:45:06 am »
You could always add a xBrokenx category for really bad articles...

216
DF General Discussion / Re: Real-world information in the Wiki?
« on: May 05, 2010, 10:48:05 pm »
Er, what about articles that aren't good, but aren't small enough to be stubs? There's no place for them on the scale.

"Stub" has nothing to do with the quality of an article anyway, just its size. A good article can still be a stub.
I half a agree. A long confusing article is not a stub, but a concise informative one isn't either. In other words, "stub" implies both short length and a need for improvement.

217
DF Suggestions / Re: Bronze Anvils
« on: May 05, 2010, 09:36:29 pm »
Come to think of it, at present, isn't it "impossible" for humans to make metal weapons? Or are we to assume they have to buy all their anvils from the dwarves?

How so? They have access to all natural metals (except adamantine, of course).
Do they? I've only seen them using bronze. Maybe it's just something weird about the world I generated.

218
DF Suggestions / Re: Assign allowable hunting lists
« on: May 05, 2010, 09:34:52 pm »
That would be very handy. It seems like having that extra control over hunting would be very much in line with the new military system to.

219
DF Suggestions / Re: Bronze Anvils
« on: May 05, 2010, 09:26:05 pm »
Come to think of it, at present, isn't it "impossible" for humans to make metal weapons? Or are we to assume they have to buy all their anvils from the dwarves?

220
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: May 05, 2010, 03:33:32 pm »
I see what you're saying. In DF, floodgates and bridges can only be operated through a lever. But in reality it would most likely be possible to circumvent that, at least in one direction. Additionally, this could bypass the normal 100 step deley bridges and floodgate have, representing the fact that it slams open/shut at a dangerous speed, probably sustaining some damage in the process, at least to the linkage mechanism.

221
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: May 04, 2010, 11:41:22 am »
So the listed tactics still apply for 31.x? I mean, is it still possible to get mermens' bones through butchering?
It does not seem to be possible in 31.03.  When animals rot in 31.03, they leave skeletons behind, which then need to be butchered to be made into useable bones.  Mermaid skeletons can't be butchered.  This is probably a bug, possibly related to how remains never rot away completely, so it may be fixed in the future.
But worse than that, based on the raws, it appears their bones are no longer unusually valuable.

222
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: May 03, 2010, 02:01:31 am »
Personally, I'd like to see more things require machine power, but also be able to use "dwarf power" as a substitute. Drawbridges, for instance. They shouldn't require power to lower (pull a lever, maybe give the bridge a good kick if it sticks), but raising them should be a more difficult process, involving either a hand crank that multiple dwarves can operate (requires a certain amount of power to begin raising the bridge, and extra dwarves beyond that threshold raises it faster), an adjacent powered gear assembly, or maybe a counterweight assembly that can be charged with power when there are no threats about, and then have its power channeled into raising the bridge immediately with the flip of a lever (but this discharges the potential energy stored, and it must be rewound with dwarf or machine power before the bridge can be raised again).
Actually I believe drawbridges often had counterweights. They don't need to be "charged", except by lowering the bridge. It's simpler than you're probably imagining. You just put  something heavy on the other side of the pivot to offset the weight of the bridge.

It's still going to take a little more effort than a lever pull to move something that massive, so your main point stands. But using a counterweight you could make it so it's no harder to raise than lower, indeed it might be advantageous to over-counterweight it so it flips up easily but must be cranked down.

223
DF Adventure Mode Discussion / Re: Why Erab Panadre Quit Drinking
« on: May 02, 2010, 12:55:45 am »
But in the last version, you weren't really able to clone liquids like this, because once something had been dumped out of a container, there wasn't any way to use it again. It wasn't possible to pick up liquids with your bare hands either.

Back to the new version, hydra blood is worth 1000☼ per backpack-full. Neat.

224
Entirely true and will be a bit of an issue with the name change in the raws (duplicated data), but I think this particular problem is that as far as 0.31, the embark and trader screens don't show genders at all, not even as bags and the like. I'd assume that's just oversite in Toady's part and will be rectified in one of the bug fix releases.
Umm, yes it does. It clearly says "dog, ♀", "mule, ♂" etc, on the embark screen at least. I can't check a trader as easily.

225
DF Adventure Mode Discussion / Re: Why Erab Panadre Quit Drinking
« on: May 01, 2010, 07:59:27 pm »
Haha, nice find.  I suppose that's one way of funding a Play Now! character...
Exactly. It beats selling dirt, and it's only slightly more ridiculous. The best part, which was a new discovery for me, is that you can (I)nteract with a backpack to fill it, just like a waterskin. Only it hold with 100 units. (Note, it must not be inside another container). Of course it's still slower that robbing towns looting abandoned fortresses, but looting towns is too easy, and this was a new world.

Yep, I've done this before. They also buy blood, so you can burn yourself slightly, pick up your own blood, and sell gallons of your blood to the shop keeper.
Wow... That would have made the story much creepier.

Pages: 1 ... 13 14 [15] 16 17 ... 29