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Messages - silhouette

Pages: 1 ... 85 86 [87] 88 89 ... 124
1291
DF Adventure Mode Discussion / Re: Not Getting Quests
« on: December 29, 2009, 08:32:19 pm »
AND KILL EVERY LIVING THING. RAAAAAAAAAAAAAAAAAAAAWWWWWWWWWWWRRRRRRRRRR

1292
except when combined it makes brown!

1293
my hallways can fit 1 and 2/3 of a ballista. not that large.

1294
DF Gameplay Questions / Re: Squad refuses to leave booze stockpiles?
« on: December 29, 2009, 08:21:58 pm »
now thats a true dwarf, gnomes are also true dwarfs.

1295
DF Gameplay Questions / Re: Do I need more workshops?
« on: December 29, 2009, 08:18:27 pm »
i usually have 6 workshops of everything important to me.
 6 mason workshops (deffinitly for my massive projects)
 6 carpenters (as i usually make a towercap farm)
 6 of basically every furnace (except the non-magma ones if there is a magma version of it)
but only like 4 or 5 stills though.
and 2 butcher
 4 kitchen.

I say yes, you do need more workshops.

1296
*i think hes talking about ballista...*
like 9 squares, 3x3.

1297
DF Dwarf Mode Discussion / Re: Clothing Rant
« on: December 29, 2009, 08:00:17 pm »
I need to rant about clothing.

When somebody dies, all their clothes instantly fall off.  How does that work?  Are they life-force magnetic?

A character can wear like 30 items of clothing, but apparently can only carry one at a time.  So to clean up one guy's death, it takes a whole little army of guys to carry his clothes away, one sock at a time.  What are they, holding the clothing item at arm's length between thumb and forefinger while holding their noses closed with the other hand?

Apparently, people (especially military) are free to toss clothes they don't want anymore on the ground just anywhere.  But you can't tell someone to pick them up.  Oh no, they're still owned.  Just not wanted.  Putting chests/cabinets in the barracks should help with this, but it doesn't.

Clothing is overpriced.  Hell, cloth is overpriced.  Are we to believe that the tiny spool of cloth needed to produce a single glove (44*) is worth over 14 times the wood from an entire tree (3*)?  And once that cloth has been fashioned into clothing, it's worth over twice that again (100* or more).

There don't seem to be any negative effects from going for a casual stroll around the glacier while not wearing a single stitch.  Nor are there negative effects from wearing two layers of dyed clothing plus metal armor under the scorching desert sun.  You'd figure if clothing for your population is going to be worth five times your GDP in gemstones, it would at least DO something.

And people are willing to pay out the wazoo for clothing that doesn't even fit them.  Kill a goblin wearing a narrow giant cave spider silk loincloth, and the humans will pay enough for it to feed your whole town nothing but exotic meats for a season!  Why do they want it so badly?  What do they plan to do with it?  Nothing I can think of that doesn't give me the jibblies.

Don't get me wrong, I loves me some DF.  But I'd love to see the clothing system get a complete overhaul.

1. dwarven physics.

2. Yes, yes they do.

3. They only do that when wrestling, if you assign them their own room with cabinets and stuff they put their clothes away.

4. well the effort to produce the cloth vs the effort of waiting and cutting one down. (this is time long long ago)

5.after a while die of exposure. or thirst

6. they use them as trophys, also its too narrow for DWARVES.
And they love the odd clothing.

7. LIES

1298
DF Dwarf Mode Discussion / Re: A goblin caravan has arrived...
« on: December 29, 2009, 07:43:51 pm »
If they cannot speak they cannot form treaties, and thus will always be at war with everyone.
So much for sign language...

1299
DF Adventure Mode Discussion / Re: Funniest Names
« on: December 29, 2009, 07:33:20 pm »
must be a relative of coal...

1300
DF Dwarf Mode Discussion / Re: An ambush! Skulking vermin?
« on: December 29, 2009, 07:29:07 pm »
i lost my  best artifact to the kobolds... damn things, atleast it will make it intresting when i go hunting for it in adventure mode.

also kobolds can "ambush" when one has been knocked unconcious or something.

1301
DF Dwarf Mode Discussion / Re: YAAD (aka "Fun") thread
« on: December 29, 2009, 02:00:30 am »
It turned out that the 'fire at will' command for ballistae meant something a bit different to what I thought it did.

The ballista in question also happened to be firing out across a courtyard where all my charcoal-making, smelting and forging was going on.

Oops.
yeah, it really should be changed to "fire"
"fire at will" implys that the dwarf manning the seige weapon will fire when IT wants to, at enemys, not constantly fire...

1302
so what changes did you do?
also whats with the random walls in the craftshop blocking the jewlers..?

and yeah, my turn is deffinitly going to be taken up by cleaning up the stone in this fortress and making the craft places fixed...

eidt: sheesh, its gonna be messy but it wil latleast be better than what we have now... or i could just use LOTS of walls and fix it... that may work...

wow... the dwarfs also have weird job line ups...

1303
DF Adventure Mode Discussion / Re: Where do you sleep?
« on: December 28, 2009, 11:30:37 pm »
IS there an easy way to find vermin?
shift + l
or just capital l

1304
DF Adventure Mode Discussion / Re: Skeletal Diplomat
« on: December 28, 2009, 11:28:41 pm »
Alligators and Bears are 2 of the less deadly things than Carp and Hippos.
except in adventure mode...


1305
can they get to the seeds.
prehaps there is some blockage, like a workshop.
can they get to the farms.
prehaps the seeds are being tasked to be hauled.

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