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Messages - Trekkin

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2911
Naked dwarves remove the need to produce more clothing, which means more of your pig tails can be brewed into booze.

I think this is less a problem and more an expression of dwarven priorities.

2912
DF Suggestions / Re: Parades
« on: August 26, 2010, 06:18:47 pm »
Can we have the parades be ordered by nobles, so that we eventually get Baron Urist McLieutentant Schiesskopf (Catch-22) continually ordering military parades until they all collapse/dehydrate/go berserk? Perhaps different members of the nobility could attempt to out-parade each other, with similar results?

2913
DF Suggestions / "Voluntary" surgery
« on: August 26, 2010, 06:12:27 pm »
This suggestion comes in two flavors:

1. Insufficiently skilled diagnostic dwarves decide to schedule healthy dwarves for surgery, perhaps more frequently when existing injured dwarves have been poorly diagnosed.and the "doc" has a poor memory.

2. the player could schedule dwarves for surgery to their specifications. In addition to clearing up a lot of the bugs wherein injured dwarves aren't treated, this would allow players with a more radical bent to schedule their military dwarves to have their body fat and extraneous organs removed so they'd move faster, or perhaps have their sensory nerves removed to make them immune to pain.

2914
DF Dwarf Mode Discussion / Re: Farming on a glacier
« on: August 26, 2010, 06:02:09 pm »
Or magma. Running magma through the wall layer just below the ice liquefies it, allowing you a single level of farm space. Drain off the water, optionally into more farm layers in rock, and you have your farm, no cave-ins needed.

2915
DF Dwarf Mode Discussion / Re: What's your smallest fort?
« on: August 26, 2010, 06:00:46 pm »
I've found that it's an exceptionally thorny problem. For instance, workshops: if you want all 30 workshops that come by replacing all workshops using fuel with the magma equivalent, you need 9*27 + 75 = 318 spaces, limiting you to a 7x7x7 cube. However, not all workshops need to be in place simultaneously, so it becomes a problem of logistics rather than space efficiency. You get similar issues with dining and bedroom space, stockpile space, etc, and it's such a simple adjustment to the typical fortress design process that it seems akin to reinventing the wheel to try to work without knowledge of the inevitable previous attempts.

2916
DF Dwarf Mode Discussion / Re: Farming on a glacier
« on: August 26, 2010, 04:44:11 pm »
I tend to cave in rocks by first digging the entire area above the rock to be dropped, channeling out the boundaries of that area and building a support and a diagonal floor leading to a walkway beyond, one tile of which is an up/down stair. The corresponding up stair on the level below allows the walkway to be replicated and channeling done from a position of safety, at which point the entire thing is supported by only the support, so the dwarves can retreat up the down stair/walkway on z-level +2 matching the up/down stair on +1, allowing you to safely designate the lever to be pulled.

That said, it's often less tedious and more Fun/fun to just use the caverns.

2917
DF Dwarf Mode Discussion / What's your smallest fort?
« on: August 26, 2010, 04:38:34 pm »
I've built big before, and now I'm trying to go the other way and build extremely tiny fortresses, usually cube-shaped. 10x10x10, 9x9x9, 8x8x8, and just started 7x7x7. It makes it more Fun when syndrome-carrying beasts or fire enter the fort.

So how small have you gone? What problems have you found to be unique to or exacerbated by minute forts?

2918
Might I suggest either the nostrils or the pupils play host to !!lignite!! followed by !!organic material!! ? Nostrils would make the smoke make more sense, but glowing pits of elf-hating fury would probably look better.

2919
DF Dwarf Mode Discussion / Re: Syndrome survival side-effect
« on: August 26, 2010, 12:19:32 pm »
So now the new gold standard of military personnel is a pain-immune scar-covered dwarf (do scars improve the capabilities of skin as armor?) who "just doesn't care about anything anymore" and is shy such a significant portion of their anatomy that they move faster?

If ever we get the chance to designate surgical operations on healthy dwarves, Armok help the goblins. Of course, by "help" i mean "kill before they fall apart blubbering on seeing the perfect military dwarf".


2920
DF Adventure Mode Discussion / Re: How to catch myself on fire?
« on: August 25, 2010, 08:23:46 am »
This is from fort mode, but if you drop yourself onto a flaming grate while wearing or carrying cloth, that might work. It seems it takes a harder impact to get the contact between a non-flaming object and fire to be reliably recognized.

2921
It really depends on what you want to do. Blunt weapons will (partially) disable an enemy rather quickly by immobilizing them, but take forever to kill it because you can only really kill by bleeding or decapitation. Axes/swords tend to cause more bleeding but the target stays moving longer because cuts can't jump through skin and fat to tear muscle as easily, and spears are just too unpredictable for my taste so ive not tested them as thoroughly.

I tend to have a squad of hammerdwarves run out and give everyone enough broken bones/spines for my axedwarves to run around and exsanguinate their barely conscious bodies,and it works on armored and unarmored foes alike.

When we get internal bleeding, I expect hammers to rise to the fore of dwarven handheld weapons technology.

2922
DF Dwarf Mode Discussion / Re: Guts popping out
« on: August 24, 2010, 10:06:48 pm »
I wonder if, had this happened in adventurer mode, the dwarf would be able to pick up the guts and use it as a throwable projectile and have the connected guts stretch out or something?

Throwable projectile, heck. Strangle people with them.

2923
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 24, 2010, 06:21:07 pm »

Wouldn't revealing everything spam "praise the miners!" and "we have struck x!" messages?

It does not, thankfully. However, running the game unpaused with everything revealed triggers spoiler events.

2924
DF Dwarf Mode Discussion / Re: Baby Healthcare
« on: August 24, 2010, 06:16:52 pm »
hmmm, the children would be perfect to practice healthcare on, since they are useless otherwise anyway.

Really? I tend to treat children as more valuable than migrants once I have the spare resources to train them starting at 12; they have eleven years to do nothing but make LOTS of friends and get a reliable source of happy thoughts, and if they get a strange mood, all the better.


2925
DF Dwarf Mode Discussion / Re: Guts popping out
« on: August 24, 2010, 06:10:50 pm »
Well, it might also be worth trying removing the ground the guts are on. Get them to stand still, and channel away the ground around them.

And they should be fine from starvation. From the description, it seems that while they were disembowelled, the intestines are intact

Quite. I was referring to the theory that the removal of the guts would be as quickly fatal as the removal of other major organs, e.g. anything in the cardiopulmonary system. Then again, anything I say about the relative survival values of the named organs is likely to change in the near future if and when injuries are modified to be more, well, injurious.

And I did try channeling. it looks like the last two tiles the dwarf walks on show up as guts.

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