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Messages - Cosmonot

Pages: 1 ... 20 21 [22]
316
DF General Discussion / Re: Charcoal
« on: August 13, 2006, 02:59:00 pm »
But the dwarves won't put it in any of the storage yards I have, and won't use it while it's still in the furnace.

[ August 13, 2006: Message edited by: Cosmonot ]

edit: Okay, so actually I don't know if they'll use it in the furnace (I was trying to make coal bars), but where is it supposed to be stored?

[ August 13, 2006: Message edited by: Cosmonot ]


317
DF General Discussion / Re: Charcoal
« on: August 13, 2006, 02:55:00 pm »
But it's still in the furnace building, and isn't selected when trying to make coal bars.

318
DF General Discussion / Charcoal
« on: August 13, 2006, 02:48:00 pm »
Is charcoal the same thing as coal? I've read that the charcoal being produced by my furnace used in metal production but my dwarves don't seem to know where to store the charcoal, so I can't even try to do anything with it. What storage does it go in?

319
DF General Discussion / Keybinding woes
« on: August 13, 2006, 01:29:00 pm »
While attempting to save, I accidentally went to keybindings instead, and hit space to exit, not knowing that this was now the key to bind a new key to a command. Now selection is bound to space, which is also exit menu, and I have to manually change it back to enter, as well as not use the keybindings screen or repeat the process. Can bind key not be bound to space?

320
DF General Discussion / Re: Sleeping issuses
« on: August 13, 2006, 02:17:00 pm »
Oops. This didn't seem to be a problem in previous versions, but I'll try the non-room thing.

321
DF General Discussion / Re: Sleeping issuses
« on: August 13, 2006, 01:02:00 pm »
It's not a real barracks, it's a room with seven beds in it with one of the beds set up as a bedroom. Does this not work? Should I specify it as a barracks for better results?

322
DF General Discussion / Sleeping issuses
« on: August 13, 2006, 12:40:00 pm »
A few of my dwarves seem to prefer falling asleep at work rather than going to the communal quarters I set up. One of them is temporarily trapped in my farm room because of me not understanding how to set up floodgates, so his behavior is understandable, but a farmer and a crafter both fell asleep in the fields/workshop, despite several free beds elsewhere. The doors are not locked, either.

edit: There's a mason sleeping in the hallway outside the barracks. Is there a problem with my dwarves not reaching the room before falling asleep?

[ August 13, 2006: Message edited by: Cosmonot ]

edit #2: The miner closed into the farm room was flooded, but rather than die, he was thrown to the door, woke up, waded through the light green water to his original position, and resumed sleeping, with no injuries!

[ August 13, 2006: Message edited by: Cosmonot ]


323
DF General Discussion / Re: My mining stockpile keeps collapsing
« on: August 13, 2006, 03:26:00 am »
This thread frightens me, as my current fortress plan features a city composed of 9x9 blocks with pathways on the outside and any combination of 3x3s, 7x3s, or a single 7x7 block in the center (for industrial blocks). The uncertainty in the system has put a damper on my enthusiasm for this plan.

324
DF General Discussion / Re: Bring D&D Monsters to Dwarf Fortress
« on: November 08, 2006, 07:53:00 pm »
Shingo, Toady has indicated in the past that Adventure mode and Dwarf mode will eventually merge, so improvements to the highly underdeveloped adventure mode aren't a total loss for dedicated Dwarf mode players.

325
DF General Discussion / Re: Bring D&D Monsters to Dwarf Fortress
« on: November 07, 2006, 06:05:00 pm »
I don't think Toady should officially get involved in ripping off other people's IP, but it's not that hard to do it yourself, so there's no reason you couldn't add umber hulks, displacer beasts and gelatinous cubes if you wanted.

326
DF General Discussion / Re: DF races
« on: November 03, 2006, 06:24:00 pm »
Okay. I was afraid that any theoretical goblin adventurers I might have would be weaklings. Also, the goblin child was very much alive right up to the point where it met me.

327
DF General Discussion / Re: DF races
« on: November 02, 2006, 09:05:00 pm »
Neither am I; I just found "Aspuz Facespider," a goblin child born in 10, slain in 1050.

You might think that such longevity would be unexpected from a species regularly warring against the dwarves, since the longest-lived species are generally the least likely to overpopulate, which would be required for the wars they have in Dwarf mode.

[ November 02, 2006: Message edited by: Cosmonot ]


328
DF General Discussion / Re: DF races
« on: November 02, 2006, 08:41:00 pm »
quote:
Originally posted by PNB:
<STRONG>orcs suck?</STRONG>

Arguably so, but without them there's a sort of "common sentient bad guys" power vacuum, unless goblins and kobolds are tougher than they are depicted as being elsewhere. Also, the chasm nasties aren't smart, right?

I know people end up fighting the humans and elves anyway, but if there were orcs or something functionally similar, later on I could play one in adventure mode, reversing the whole "town/dungeon" mechanic by harboring in caves and attacking hamlets, without being a puny kobold.

quote:
Originally posted by John Hopoate:  <STRONG>Toady also forgot about the Belgians and the Japanese.</STRONG>

Yes, I used the word race to refer to nonhuman sentient creatures. Is that wrong?


329
DF General Discussion / DF races
« on: November 01, 2006, 09:36:00 pm »
It occurred to me while starting an adventurer game in the new release that the only traditional "evil" sentient humanoids in DF are goblins and kobolds (and trolls). Is this intentional or are the bigger baddies like orcs missing for a reason?

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