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 - Reese

Pages: 1 ... 37 38 [39] 40 41 ... 50
571
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 31, 2009, 05:33:00 pm »
Considering the context of the statement, that it annoyed Toady and that Scamps goes under the bed, I'd assumed that Scamps is doing this while Toady is trying to sleep, and therefore that Toady would be lying down. (unless, you know, his computer is by his bed and he sleeps sitting at the keyboard, paused mid coding)

572
DF Gameplay Questions / Re: Muddying rock tiles on the surface
« on: December 30, 2009, 03:36:36 am »
these are rocky tiles in the middle of a biome with a soil top layer, right?

If you build a construction on to of a tile and then remove it the tile reverts to the native stone or soil type... so just build a wall on the square and remove it... granted, that's a lot more cheaty then your transforming technique.

if you really need to muddy them, I'd suggest just turning lose a pump to flood the area, with the added bonus of killing off shrubs that would be competing with the trees if the water gets high enough before it drains away

573
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 29, 2009, 09:57:38 pm »
Regarding the *man generation from existing creatures, how much definition does a creature need to have for the *man function to be able to create it? would I be able to create a [vermin]man, like a flyman?

If I create a *man from a creature that one of my dwarfs has a preference or dislike of the base creature, will the game(at some point) be able to apply the thought that would be generated by the normal version when encountering the anthropomorphic version?  referencing my first question, If I could create a flyman, would encountering one be capable of producing the same (or, better, a stronger, because having the thing you detest come to life human sized could be tramatic) bad thought as encountering a fly[swarm of flys]?

574
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 27, 2009, 05:32:32 am »
ow, flu sucks, here's best wishes and a get well soon to Toady!

575
DF Dwarf Mode Discussion / Re: Favorite humanoid race
« on: December 27, 2009, 05:30:26 am »
Tigermen, if only for the fact they are the only feline humanoids(that I am aware of) in vanilla.

Mud man a close second, because mud is awesome.

576
DF Gameplay Questions / Re: Mechanic wont make bauxite mechanisms
« on: December 27, 2009, 04:30:19 am »
try forbidding all the stone above and below the workshop, see if he'll stop canceling?

also, go to z-stone and make sure that 1: bauxite isn't classed as an economic stone (a very common mod) and 2: that it is not red (forbidden for use- a possible result of being set as economic)

577
DF Gameplay Questions / Re: Hedge Maze - Possible?
« on: December 26, 2009, 09:17:42 pm »
I'm pretty sure trees just grow at random, so teh best way to make them grow in a specific pattern is to keep teh ground clear for them adn cut down any taht don't grow where you want.

I recall someone saying they managed to create a tree fence around their map by doing this.

578
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 25, 2009, 03:14:13 am »
Really? I always assumed fencing was more for show than actual combat, seems like those flimsy swords would get knocked aside like they were nothing by a normal sword.

actually... Rapiers were developed as civilian weapons for dueling and personal defense, not for mass combat, and evolved into the lighter fencing foils used today because a man using a light sword of that nature would most likely end up fighting with other men wielding a similar weapon, and with lighter weapons like that, meant for stabbing, lightness and speed were the most important because you only needed to get past your opponents similarly weighted blade, once, to strike his unarmored torso... and likewise your opponent to you.

Basically, the medieval and Renaissance people knew how powerful a good crit from a piercing weapon was, and they designed a weapon which could attack quickly and have more chances to cause organ damage.

that actually would be interesting; have dueling weapons you can make for your dwarfs to settle grudges, make dueling a crime like destroying buildings while tantruming, but only if witnessed... good thought if you kill the guy you have, bad thought if you don't or lose depending on personality and the severity of the grudge, and the duel would be to first blood or to the death depending, again, on the grudge and the personality of the *seconds* if you have that... then your control is how lethal the available dueling weapons are... those weapons could actually be carried by civilians for self defense, like say your plant gatherer is caught outside by an ambusher and cornered...

579
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 24, 2009, 08:41:39 pm »
my vast experience with medieval armoring (a special I watched on medieval armor technology on discovery or history) had them examining the structure of an old breastplate and then using a mix of old and new techniques to replicate the layered structure found in the breastplate... and they discovered that the layered construction made the plate more resistant to bullets from the era the plate was from than just a solid piece of armor using the same amount of metal.

So, yeah, smiths back in the day did develop techniques for armor creation to keep pace with weapon technology (up until, you know, the benefits of bullet stopping were outweighed by the weight of the armor)  For whatever else they were, they were certainly not dumb.

Since there was a long period where armor was considered useless, all those smiths who didn't have apprentices to pass their knowledge on to didn't.  This has always been a problem with a master/apprentice systems and keeping of trade secrets.

580
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 24, 2009, 06:31:27 pm »
A sword might not weigh much, but it can easily feel like it does. Since the center of balance is several inches from the end of the pommel (I think) it takes a good deal more force to swing.

swords, well made ones, were balanced using weights in the pommel (that's the end cap opposite the blade for those of you playing at home) to put the center of mass closer to the grip and in a position that was more comfortable for the user to swing.  Mostly this was just on shorter swords that relied on quickness rather than unstopability, but you could certainly do the same thing to improve the manageability of larger blades.

581
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 24, 2009, 05:34:27 am »
These are the available poisoning effects: "pain, swelling, oozing wounds, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/vomiting blood, nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness and dizziness." 

Wow, that reads like the side effects listed out on drug commercials... But don't worry, after all that your dwarf will no longer have to worry about his impotence! (like it matters; they all just use spores anyway!)

582
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 23, 2009, 07:56:19 pm »
I'd love to see a clothman or Leatherman.
Like a giant pile of possessed garments, sewn together and whatnot.

And fell mood leather workers could have a small chance of making one.

I'd like to see a leather man too, but I doubt the dwarfs even have the technology for a butterfly knife... that would be awesome, though: "Kobold be sapping mah orbital magma cannon!"

583
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 23, 2009, 04:47:20 pm »
Quote from: Toady One
indoor/outdoor farming have been separated from the use of trees.
I think I may have missed some discussion, because...
I'm confuse.
What does trees have to do with farming?
Unless Toady just gave us the ability to grow trees.
Then...
AWESOME!
Quote from: Toady One
General wilderness populations are a little more complicated, so that's not in yet for them.
I think this sentence sums up the complexity of Dwarf Fortress.
In lesser games, wilderness animals are an after-thought.
In Dwarf Fortress, wilderness animals by themselves are complicated already.

I remember reading somewhere that the trees and other plants were in the same place in the raws and stored the same way, so I suspect this has something more to do with making sure that crops won't show up as trees and trees won't show up as crops

584
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: December 22, 2009, 01:02:00 pm »
Yeah, a peasant (worth almost nothing) with a crossbow (not worth very much) had a chance to take down a knight (worth shitloads + years of training) back in medievil times.

Though spears were good, very cheap, I think Robert the Bruce used them to take down English Knights.

Chance? A crossbow made out of paper with a paper bolt has been used to kill a person, a medieval crossbow could kill a knight easily if they used it right and targeted the right place and a modern crossbow can pierce 2-3 inches of iron plate(again, if you use it right and aim at the right place) and you're telling us that they had a chance to kill a knight? They would kill the knight no questions asked so long as the bolt hit the target...

my bolding up there...

an untrained peasant doesn't know how to use it or where to aim, but can still be deadly without much training because it's a lot easier to sue than a bow, that's the whole point.

And, actually, mythbusters looked into the whole paper crossbow thing... implausible, you'd only get a few shots, and you'd ahve to be very lucky to actually kill anything.

Armor technology improved right along with weapons technology, and a lot of what they could do with layered armor is only just being rediscovered by scientists; good plate armor could stop pretty much anything.

585
DF Gameplay Questions / Re: Wood Blocks
« on: December 21, 2009, 08:37:38 pm »
In case it's unclear, blocks can ONLY be used in constructions.

In my first fort, I made the mistake of turning my logs into blocks to save space, then I found I couldn't make beds out of them, and I was sad.  I had 30 useless wooden blocks.  I sold them to the humans.

You should have decorated them "These blocks have a masterfully carved image of an 'T' in turtle shell, a masterfully carved imaged of a 'D' in dog bone" most dwarfy toddler toys ever!

--edit--

and child safe, too: "it menaces with spikes of lead"

Pages: 1 ... 37 38 [39] 40 41 ... 50