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Messages - silhouette

Pages: 1 ... 107 108 [109] 110 111 ... 124
1621
DF Dwarf Mode Discussion / Re: Challenge:Avatar of Armok
« on: December 08, 2009, 09:21:59 pm »
Quote
[MAGMA_VISION]
Wait... magma vision?
is that like some sort of buffed up lazer vision
but instead of shooting lazers out of its eyes it shoots MAGMA?

uh... ba... wa?


1622
DF Suggestions / Re: Gathering twigs
« on: December 08, 2009, 08:51:29 pm »
On the topic of driftwood i feel that it should be able to be collected, if not for wood supplies (anything from 1 driftwood = 1 wood 3 driftwood = 1 wood 5 driftwood = 1 wood)

1623
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 08, 2009, 08:50:57 pm »
Quote
There's a good idea. GROW the beanstalk yourself, with some very expensive beans that you have to buy from the elven caravan (of course). The beanstalk must have an empty tile over it, so that you can grow them instead of stairs. Then your dwarves get happy thoughts from growing a beanstalk maintained by your skilled farmers.

Fort in a giant living tree? Sweet!
*gasp*
Ye are not a dwarf!
Ye are an elf!
Get him!

But serriously.

I definitly like the idea of being able to pick and chooze the axis's
Like for one map you may want it to be only 2 tiles across in world map and 5 tiles down in worl map, then have it five tiles up from the ground on world map and 0 tiles underground, if you get what i mean.
Just being able to add the ability to choose which z-levels you have and to the extent that they go would be freaking great.

Quote
Forget about my last idea, the beanstalk should NOT support the sky-borne land-mass. Floating lands need to levitate on their own magical power. Beanstalk should also be good for finding underground river and pools, as that would be where they naturally grow over. An expert woodcutter will cut down through the beanstalk roots like a miner till he reaches your new source of water.
Yeah they should float or levitate on their own or by sky pillars.
Beanstalks could be classed as a somewhat limited aquifier, or just have filled in the middle of it...

e.g
   =
 ===
==7==
 ===
   =

= is beanstalk wall
7 is water tile
and constantly having it upwards.
Could be like a water pipe, xpt in beanstalk form :D



1624
DF Suggestions / Re: Gathering twigs
« on: December 08, 2009, 08:50:07 pm »
Ignore this post... weird crap happened.

1625
This is a great idea, and it's always bothered me that I can't search for sand or wood. Also I sometimes accidentally leave out a search term, making it too easy, and thus Shurhaian's idea of a manual abort is a great idea.

An option I'd like to see go in would be prioritisation (so in the event of only a partial match you get the best choice according to your own values, not the first one found or whatever it goes by now).

Alternatively, some sort of scripting: if a world has a 3x3 with sand, flux, magma, underground river, chasm, pit, HFS, trees, and the intersection of four different biomes, of course I want to know about it, but when it doesn't find it, could it try searching for the same thing without each feature in turn... and then move onto 3x4 areas, and so on.

Likes everything in this post.

Its also bothered me that i cant search for wood, definitly wood, sand i havnt really had a problem with but still annoying.

Prioritisation would be great, sometimes you just want something more than something else, like a magma pipe over a magma pool.


1626
dibs on worm spear!

1627
DF Suggestions / Re: Slave Driver Noble
« on: December 08, 2009, 05:34:47 am »
yeah, they dressed them in the same clothes as peasants so they didnt know how many there really were otherwise they would revolt.

...Could do that

1628
DF Dwarf Mode Discussion / Re: my 2nd fortress
« on: December 08, 2009, 05:27:04 am »
lol.

So can you flood the chasm now days or what?

1629
DF Suggestions / Re: Hammocks
« on: December 08, 2009, 05:24:29 am »
Over 9000!

1630
DF Dwarf Mode Discussion / Re: World History Oddities
« on: December 08, 2009, 05:23:03 am »
The humans are important :D

1631
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 08, 2009, 05:10:20 am »
Im already into my third year and havnt even started on a damn workshop center yet.
My miners are bastards and dont dig enough and as my sigg says i have enough rock crafts to buy every single thing that comes my way.
I have barely any trees but have found a underground river which has nothing but vermin in it :D.
I plan on rerouting the river so it goes into this massive towercap tree forrest im making.

1632
DF Dwarf Mode Discussion / Re: my 2nd fortress
« on: December 08, 2009, 04:50:23 am »
Also you seem to have some massive rooms... without supports...
Do you get cave ins or have you turned it off?
Or prehaps im just paranoid... lol

The old 2D version caved in with big rooms (larger than 6x6), the current version won't cave in as long as there is a least a single block connecting to the rest of the map (including constructed floors and walls). I'm hoping Toady fixes it in an update and everyone's fortress caves in overnight, then your paranoia will be show to be justified :)
oh god so THATS where i got it from.
Funny as ive never played the 2d version :O.
(off topic quesiton while on the topic of the 2d version) Were the maps bigger than the 3d ones?
And yeah cave ins like that would be great to add back in as i always leave a pillar when a tile is 4 tiles away from a wall.

1633
DF Suggestions / Re: Slave Driver Noble
« on: December 08, 2009, 04:23:24 am »
would you TRUST a slave to do healthcare?
what about cooking?

1634
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 08, 2009, 04:21:45 am »
It wouldn't turn into a magma pipe becuase it would dry out. Anyway couldn't you just embark on a place with a magma pipe anyway?
yes but it may not match the other things your looking for.

1635
DF Suggestions / Re: Magic / Technology
« on: December 08, 2009, 04:20:21 am »
The thing is people could steal his work and then make a profit off of it, nobody wants that, except the theiven bastards.

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