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Messages - Trekkin

Pages: 1 ... 192 193 [194] 195 196 ... 210
2896
DF Suggestions / Re: "Voluntary" surgery
« on: August 27, 2010, 09:08:07 pm »
Then what about severing sensory nerves to make them immune to pain? Removing bodyfat to make them faster?

2897
Excellent! Is the little door thing on the Monument going to be un-built or is that an actual feature?

2898
DF Suggestions / Re: "Voluntary" surgery
« on: August 27, 2010, 07:39:03 pm »
Further Suggestion: Limiting this to arena mode might be sensible.

At present, it looks like biochemistry/physiology is in its early stages, in that food and drink are currently, at their core, timers, or can at least be generalized that way; the "guts" are needed to turn a eat/drink event into a replenishment of those timers. Dwarves don't need a pancreas or spleen because there's no representation of insulin/glucagon/bile, nor a lymphatic system, so they're placeholders right now. 

I'm not criticizing this, merely noting that if/when we get a working dwarven biochemical model, the ability to remove organs becomes much more of a meaningful choice. At present players would simply rip out everything from their dwarves but heart, lungs, guts, skin, motor nerves, bones, and muscles, and get fast-moving extremely resilient fighters who work a lot like undead with blood.

Of course, the ability to voluntarily remove things perhaps gets too steampunk? If we're going off of a low-magic fantasy setting, having the evil warlord remove semi-vital organs from his minions to limit their lifespan and vastly increase their utility doesn't quite fit.

2899
DF Gameplay Questions / Re: Unhappy Baron
« on: August 27, 2010, 02:44:43 pm »
Frequently upper-echelon nobility become unhappy due to relative posession quality. Check to make sure he is in not just a good room, but the best room. Not just a good dining room, but one that makes all the others look like haphazard arrangements of conveniently sized stumps and boulders.

the unhappy thoughts they get from a dwarf of less impressive status having nice things are ridiculous.

2900
DF Gameplay Questions / Re: Can dwarves die of old age?
« on: August 27, 2010, 02:41:16 pm »
In my experience, a dwarf's death is a set piece in terms of unhappiness. Death of a friend, death of a lover, death of a parent, etc; it doesn't matter HOW that dwarf died, only that he's now dead.

That said, it's usually much easier to prepare for deaths by old age, since you can keep the related bad thoughts like decay from happening.

2901
DF Suggestions / Re: "Voluntary" surgery
« on: August 27, 2010, 02:26:13 pm »
Honestly, if we're asking Toady to make a change to the game, rather than having us manually order a surgery, I'd rather he fixed the bugs that prevent it from being automatic.

As for misdiagnosing healthy dwarves, wouldn't the dwarf have to come in for a checkup or something, anyway, to even be diagnosed (mis- or otherwise) in the first place?  That would mean that dwarves would have to start going to the hospital for some kind of scheduled exams that don't exist right now...

<Insert obligatory Dr. Zoidburg reference here>

Not necessarily. I thought it might be that one dwarf's treatment was assigned to another, potentially healthy dwarf. Urist McHealthy gets told to report to the hospital to have his clearly diseased organs removed and so forth. Obviously this would have to be of low probability.

Also, I'm not suggesting that those bugs not be fixed, merely that we also have this method available.

2902
DF Gameplay Questions / Re: Glass raws
« on: August 27, 2010, 11:32:59 am »
*cough*
http://www.bay12games.com/dwarves/mantisbt/view.php?id=2813
*cough*
You guys mentioned infinite weapon traps with glass serrated discs.

I was reflecting on that... wouldn't the first 3-4 traps, hitting about 120 times, level up an iron-armored gobbo to legendary EVERYTHING if it survives? Then, it WILL dodge all the rest of the traps, as well as anything else you can throw at it.

I had this happen with an invasion - a single goblin survived my multiple traps, and as a result became immune to them. Then, the fortress died.
This makes so much sense. I have a few hundred long corridor of traps, and I have been noticing a number of highly skilled goblins every time they run through. It's been too long since I last played to reliably say anything, but I'll see if I can test that and see what happens.

Humorously enough, if that's true then the glass serrated disk traps actually hurt you more than they help.

This is why you build an option to flood the trap corridor with something hazardous. Let's see if these supergoblins can outsmart boolit magma.

2903
I'm probably going to get called sexist for this, but I generally use males for just about everything that involves risk or importance to the fort, simply to reduce the message spam from female dwarves giving birth and then finding the infant. Unmarried males in the military, married males work to craft. It solves the baby armor tantrum problem, too.

2904
DF Gameplay Questions / Butchering return specifics
« on: August 26, 2010, 09:25:38 pm »
I'm trying to make a bone-heavy breed of some animal to supply my marksdwarves with training material, but I'm a little fuzzy on what specific traits influence the butchering returns and how the multipliers actually work. How much does a given trait affect a given return, and which attributes modify which return?

2905
DF Gameplay Questions / Re: How high for a butcher's slaughterhouse?
« on: August 26, 2010, 09:16:46 pm »
upright spear/spike traps will hurt anything, since there isn't anything to be set off. you can link them to a lever to retract them, though.

2906
I vote yes on SPEED:0 , if only because the sheer volume of space you're going to need warrants its use to keep low FPS from dragging the project out.

Also, perhaps make the reflecting pool run red with blood? Smears travel so fast in this version, and it'd go well with the Tholtig Memorial.

2907
The Justice Department could only be a diabolical series of ridiculously lethal hammer traps built in the shape of the 40d Hammerer, coupled with a reusable means of knocking dwarves unconscious with lots of 1x1x1 bridge-bottomed pits into the entrance linked to the most random decision-making method you can devise (I suggest a kitten walking over a closed-in area floored with pressure plates).

It is either the mind of the baron in mechanism form or the essence of dwarven justice.

Incidentally, dwarves do fly. Down. A museumoleum (museum-mausoleum) of failed attempts to fly by many species, as tested by a giant pit trap?

2908
DF Dwarf Mode Discussion / Re: Anal Rituals
« on: August 26, 2010, 07:24:35 pm »
I build my forts with as many planes of symmetry as possible, down to the placement of the stairs, and have been working on making the core of the fort as small as possible. Beyond that, I build as many trap-filled corridors with as much automation as possible. It's not out of the question for me to have fivefold redundancy on my entry corridor sections, each of which will seal itself off, flood itself with magma, drain itself, then open itself to be cleaned should a goblin reach the pressure plate at the end. Five of these corridor quintets in sequence form the first rung of my defenses. At the end of the gauntlet of goblin blenders and fluid traps following those, my entire fort core is suspended over magma from supports that will collapse should a non-citizen manage to reach any of the staircases leading down into the fort corners.

Naturally, this fort core has eight redundant backups arrayed in a 3x3 box. Each is also surrounded by magma until the previous fort core is terminated (which automatically drains the magma from the entryways into the next core), and stocked with a married pair of dwarves and a cache of supplies (and farmland) so they can live out the automated obsidian farm recasting the destroyed fort core(s) and go dig them out.

I'm paranoid-anal.

2909
In general, consider not only the capacity of your drainage system but also the rate at which it actually gets rid of the water. A really long, really thin channel to fortifications at the edge of the map probably needs a one-z-level buffer zone to keep your bottom level from overflowing.

2910
DF Gameplay Questions / Re: How high for a butcher's slaughterhouse?
« on: August 26, 2010, 06:25:06 pm »
Try dropping them into upright spike traps loaded with as many spears as you can make. It reduces the drop needed for a particular level of lethality, and thus the likelihood of violent dissociation, and bleeding out doesn't affect their butchering.


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