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Messages - Particleman

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436
DF Community Games & Stories / Re: Succesion game Fortressnamegoeshere
« on: March 08, 2010, 07:56:14 am »
I guess I'll give it a stab. I've never really looked at Dig Deeper, though, so if we're going to be using that, expect either slow updates while I work to understand everything, or for the fortress to crumble during my turn.

437
DF Community Games & Stories / Re: Succesion game Fortressnamegoeshere
« on: March 07, 2010, 05:17:35 pm »
What exactly are the specifics of what you're wanting to do? Because I can't tell.

438
DF Suggestions / Re: General Purpose workshops
« on: March 07, 2010, 05:13:05 pm »
The desire for fewer starting workshops probably derives from my playing style. I am quite new to this game, so if you want to tell me why my strategy is all wrong go ahead.
Show me where I said it was wrong. All I said is that I genuinely don't see the point.

How are these better than that, aside from serving multiple roles? And they're not even very good at that, since they work at reduced capacity. Before long you'd have lost whatever time you saved setting up multiple workshops to inefficiency caused by increased suceptability to clutter.

The clutter issue would not kick in early on in the game, nor would a skill/quality cap. Losing time to rearranging a workshop probably is a bad though.

In the first post you said "They would suffer worse from clutter." Clutter in regular workshops accrues very quickly if you're low on haulers and/or you're cranking out a lot of stuff. So basically you're suggestinga workshop with a wider range of buildable goods, but in exchange work is almost guarenteed to be done slower and what you DO make with it is going to be basic quality, even if the guy making it is legendary. Meanwhile, the proficient-level artisan is turning out moderate quality stuff at a dedicated workshop, and he's probably doing it faster.

PLEASE explain tol me how this is an improvement, because I'm not seeing it.

I'm sorry, I seriously don't see how these are in any way something beneficial to anybody. Is it more realistic to use them? Maybe, but more importantly, does it make the game more fun? Because I honestly can't see how it would.

At the start there are a variety of tasks that need to be done only once or twice. Often you don't realise you need a butchers shop until your hunter turns of on the doorstep with a hoary marmot carcass, which then proceeds to rot away and spread miasma all over while you wait for:
  • a dwarf wiith the mining task to dig a space to dig a space to put the butchers
  • a dwarf with the butchery job tagged to build the butcher's shop
  • that same dwarf to stop drinking, eating, sleeping or doing something else irrelevant to get around to actually perform the task he built the butcher's shop to do
Then of course the meat and the hide rot away because you don't have your industry set up to deal with those.

Then turn off hunting until you get the capacity to make it worthwhile ( consisting of a butcher's shop and a tanner's shop, and just for the hell of it why don't you go ahead and turn butchery and tanning on for your hunter while you're at it if you insist of having him hunt?)

439
DF Suggestions / Re: General Purpose workshops
« on: March 07, 2010, 12:26:22 pm »
I'm not really seeing how this would add anything to the game, aside from a newbie trap. It's not like it takes a long time to set up workshops as they are now. One dwarf, one material, a few seconds, and bam, workshop's done and ready to strat cranking stuff out.

How are these better than that, aside from serving multiple roles? And they're not even very good at that, since they work at reduced capacity. Before long you'd have lost whatever time you saved setting up multiple workshops to inefficiency caused by increased suceptability to clutter.

I'm sorry, I seriously don't see how these are in any way something beneficial to anybody. Is it more realistic to use them? Maybe, but more importantly, does it make the game more fun? Because I honestly can't see how it would.

440
DF Suggestions / Re: Coopers
« on: March 07, 2010, 01:30:16 am »
The evolution of this thread is typical, the OP proposes some rather modest complexity incresse (Splitting a Cooper skill off of Carpentry) and people object or support it for legitimate reasons but quickly other people start throwing around additions that inflate the complexity.

Ever heard the phrase "slippery slope?"

441
DF Dwarf Mode Discussion / Re: Castle Design
« on: March 06, 2010, 12:38:51 pm »
NEEDS A MAGMA MOAT

I'm severely disappointed that you guys haven't suggested it yet. Seriously, what the hell? How could you forget something that important?

442
DF Gameplay Questions / Re: The Little Questions Thread
« on: March 06, 2010, 10:56:47 am »
A better way of handling craploads of stray animals is to butcher them all.

If youdon't want to bother with that (I reccommend you do, though, as you get meat, skulls, bones, and fat from butchered animals. Fat can be turned into tallow at a kitchen and cooked.) you can build a 1x1 pen with an upright spike, chuck all your strays in there, and make kebabs.

443
Either
a) they can't path to the dinning room
b) the bookkeepers chair is closer

When eating food they path to a chair not a dining table and chair, they will then complain about the lack of table.

If your bookkeepers office is assigned to him they shouldn't be picking it though.


They SHOULDN'T but they will anyway because they're stupid. I've had trouble like that myself.

444
DF Gameplay Questions / Re: The Little Questions Thread
« on: March 04, 2010, 07:27:24 am »
thank you very much Necrorebel. The 'aquatic creatures' can goes out of water is rather logical now I think of it, so I guess I'll prepare a sort of trap for the nuisances :)


edit, another question: is it possible to force a dwarf jumping one z level, without special devices like bridge and such?
Not as far as I know. You could dig some ramps into the edge of the river though. But be prepared to lose the dwarf doing the digging, unless all the fish are already occupied with other dwarves.

445
DF Suggestions / Re: Coopers
« on: March 03, 2010, 07:27:57 pm »
I totally agree that coopering should be a seperate skill. Also, if you want your dwarves to not get a negative thought from sleeping in ther bedrooms, an architect should have to design it first. All sorts of crafting should be divided up by type as well as skill- take a guy, in real life, who's been making wooden cups by hand for the last five years, and tell him to start making wooden amulets, and he's not going to be as good at it. It's stupid for cup making and amulet making to be covered by the same skill.

Further, walking should be a skill. So should eating and drinking (they all require fine motor control.)

446
DF General Discussion / Re: The funds! The funds are holding us back!
« on: March 03, 2010, 07:21:18 pm »
He hasn't lost me. It's just that I'm not feeling like I should give up the money they're asking for when there's no new content to keep me playing.

Then don't donate.

Also stop trolling plzkthx.

447
DF Dwarf Mode Discussion / Re: 101 Uses for Goblins
« on: March 02, 2010, 09:13:11 am »
From my current fortress
53. Collect goblins in cages. Put them in a room. Drop in splash of magma, before opening the door, and releasing your !!goblins!! into the room with your trade depot, where the elves are unloading the twelfth bin of useless cloth.

I really need to try that...

62. door guards that keep both thieves and new migrants out, while technically leaving the depot "caravan accessible"
     bonus: they keep other dwarves in!

How do you keep your goblins from wandering off, though?

448
Read it in a dirtier frame of mind.

449
DF General Discussion / Re: How do you cheat? If at all?
« on: March 02, 2010, 02:55:56 am »
I think cheating is essentially a meaningless term when it comes to single player sandbox-style games.

If you're just asking how I change the game, though, I added some smelter reactions to turn stone into wood, and another make wooden weapons for training purposes so my soldiers don't accidently maim each other sparring. I also duplicated all the goblin entreis in the raws twice, and made each copy bigger and with more DAMBLOCK than the last. My soldiers still cut them down in droves with medium (at best) quality weapons and armor, but at least it takes a little longer and my soldiers occasionally get more than a single light grey wound on thier pinky finger, or something.

450
dorf hammering Ariel.

I think there are already websites that feature that …

 :o

I mean smacking her with an adamantine hammer till her brain asplodes.

Kinky.

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