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Messages - silhouette

Pages: 1 ... 109 110 [111] 112 113 ... 124
1651
DF Dwarf Mode Discussion / Re: Nearly perfect site (with dig deeper mod)
« on: December 08, 2009, 12:08:43 am »
*whistles*
Thats a big chasm.
Cuts the map effectively in relatively halfs.

1652
DF Suggestions / Re: Heavenly Tower? Tower of the Sky?
« on: December 08, 2009, 12:04:56 am »
Wow.

I am not sure how well this blends with DWARF fortress.... but you know...  Maybe we should just throw out our preconceived notions of dwarves that stay underground, maybe they would actually want to visit these places..

But still the wow factor of this done right can not be understated.




Tis not just 'bout dwarves.
If i recall correctly its planned that more than dwarves will be playable in fortress mode or somethin...

1653
DF Suggestions / Re: Generic fluid traps.
« on: December 08, 2009, 12:02:45 am »
And with the new proper liquids (like water and magma) comming in eventually we could have it as a liquid at the bottom of a pit and have creatures fall into (poison 4/7)!
If poison is a proper liquid or just an extract, both are good :D either way


1654
DF Gameplay Questions / Re: The Little Questions Thread
« on: December 07, 2009, 11:54:00 pm »
Have you checked all your options to check if something is turned off in there.
sometimes things can be considered refuse.

1655
DF Gameplay Questions / Re: yet another FPS related thread
« on: December 07, 2009, 11:52:46 pm »
Start in a smaller area like a 3x3.
Have your df window smaller.

1656
DF Gameplay Questions / Re: Creating Pits?
« on: December 07, 2009, 11:52:11 pm »
For the constructed one go b-n.
then designate it.

And thats just they way it is for ramps i think :(

1657
DF Gameplay Questions / Re: Outpost trouble
« on: December 07, 2009, 11:50:59 pm »
i unfortunitly had to kill a few giant cave swallows when i was planning on using them for breedin purposes.
They ran after my cats!
And they were my starting four, it was going to ruin my cooking industry :(

1658
DF Dwarf Mode Discussion / Re: Elves the other white meat!
« on: December 07, 2009, 11:43:17 pm »
Did they aslo die from exposure after time?
if so yes, please do.
And if not, upload them anyway and ill mod them later to make them die from exposure.

1659
DF Gameplay Questions / Re: Creating Pits?
« on: December 07, 2009, 11:41:18 pm »
do it like...

==========
====^^====
===^^^^>==
====^^====
==========

= is stone wall
^ is ramp
> is up/down stairs.

As i understand it, continue this pattern down till where you want your pit of death to stop, the ramps will remove the land above (?) them and thus create a pit.


ALso to create your own "pit trap"

do the previous thing near the entrance of the fortress/in the entrance but make the goblins go through that place.
Build a bridge over the hole and a lever or pressure plate and connect it so they activate the bridges and cause the goblins to fly up a  bit tehn down the pit/

1660
DF Gameplay Questions / Re: Removing extra stone with magma floods
« on: December 07, 2009, 11:36:02 pm »
Does storing 200 stone in a single tile cause as much lag as 200 stone across 200 tiles?
wants to know this answer aswell.

1661
DF Gameplay Questions / Re: Removing extra stone with magma floods
« on: December 07, 2009, 10:39:32 pm »
Yes but out of sight out of mind.

Also using that much magma would probably lag the game up even more.
Suggest taking the time to quantum dump it on one tile, building a wall, then channelig out the wall for magma.
May take time but atleast youll get better fps.

1662
DF Suggestions / Re: Recreational Drugs
« on: December 07, 2009, 10:37:21 pm »
All I want is a token to make plump helmets a hallucinogen.

 ;D
Lol, i can see my dwarves running around acting all crazy without moods, or having the military have hallucinations of that every other dwarf is a goblin.

1663
DF Suggestions / Re: Trap balancing
« on: December 07, 2009, 10:28:50 pm »
And yet another reason why i should read the dev more carefully. ;)

1664
DF Suggestions / Re: Slave Driver Noble
« on: December 07, 2009, 10:17:38 pm »
Have it all generated in world gen, prehaps you will be part of a dwarfen civ that doesnt care about slavery and you can slave or unslave.
Prehaps your part of a dwarven civ that does care about slavery and your not allowed to enslave.
Prehaps your part of a dwarven cig that FORCES you to enslave the defeated enemys.

Bad thoughts would be generated if you did not follow these.
"Saw an unslaved -- prisoner"
"saw a slaved --"
And the ones who dont care dont care.

I believe that if we do include slaves that another noble be included, slave driver or w/e, have it a seperate noble.
Having the slave driver would allow for the enslaving of prisoners, not unlike the taming of animals from the dungeon master. In such i mean the slave driver/master w/e drags the slave from the cage to their workshop or w/e and then enslaves the,.

Slaves would work for the fortress and not under specific dwarves.
They would basically be haulers, hauling things from place to place as they would not be trusted to manufacture things of certain things (metal for example... stone may be usefull for slave workshops :D)

And to the guy below me slave managing as a labour would be intresting and if we have it like that then theres no need for a noble. But have slaves work under the fortress and not under one dwarf.

Slaves would try to escape...
Slave -- cancles hauling object: trying to escape.
at that point the slave would become hostile and try to escape.

Its going to be hard to fully impliment slaves if slaves are implimented.


1665
DF Gameplay Questions / Re: Postponing the king?
« on: December 07, 2009, 10:04:15 pm »
Some mutated elven woman.
 ;)

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