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March 6, 2024: Dwarf Fortress 50.12 has been released.
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DF Gameplay Questions / Re: How do I get one of those overhead pictures of my fortre
« on: February 19, 2007, 03:04:00 pm »DF Gameplay Questions / Re: Starting equipment
« on: February 14, 2007, 09:45:00 am »
Couldn't waste an opportunity like that. =)
DF Gameplay Questions / Re: Starting equipment
« on: February 13, 2007, 12:08:00 am »Maybe I drank too much caffeine that day. ;-)
DF Gameplay Questions / Re: Starting equipment
« on: February 12, 2007, 06:59:00 pm »I suppose it's possible I mistook the Trapper/Ambusher reward as a Marksdwarf reward a long time ago. Like I said, I didn't test this any time recently. ;-)
DF Gameplay Questions / Re: Starting equipment
« on: February 12, 2007, 06:14:00 pm »
As for Woodcutters and Carpenters, you do indeed only start with two axes based on the standard "Prepare for the journey" system. However, all Carpenter immigrants to your fortress will come with iron axes.
DF Gameplay Questions / Re: how to deal with trade caravans ?
« on: February 11, 2007, 12:19:00 pm »Of course, you only save one mechanism anyway, so it doesn't matter. It's more a matter of preference.
[ February 11, 2007: Message edited by: JT ]
DF Gameplay Questions / Re: More little problems in Akrulbudam
« on: February 08, 2007, 02:50:00 am »Dwarves should open restaurants. ;-)
[edit]
If you're having trouble controlling the population, just kill off all of the non-pet females. If you get a lot of immigrants with pets, this can be difficult, of course, because the kittens will stack up faster than you can mow them down.
I wonder if Toady is going to implement occasional angry thoughts over pet cats becoming pregnant and having kittens.
"Your cat violated Fluffles! This means war!"
[ February 08, 2007: Message edited by: JT ]
DF Gameplay Questions / Re: Place Yer Bets...
« on: February 08, 2007, 02:36:00 am »That sure cleaned up the stone supplies around my fort, let me tell you...
[ February 08, 2007: Message edited by: JT ]
DF Gameplay Questions / Re: meat going rotten
« on: November 23, 2007, 06:49:00 pm »DF Gameplay Questions / Re: meat going rotten
« on: November 22, 2007, 08:10:00 pm »1 skull
1 skin
[fat] fat
[size] bones
[size] chunks
[size] meat
...unless expressly specified otherwise in the raw data files.
DF Gameplay Questions / Re: A good but bad problem to have
« on: February 07, 2007, 02:32:00 am »DF Gameplay Questions / Re: Newbie question
« on: February 07, 2007, 02:24:00 am »Sometimes when I want to expand my floodplains for some serious cave plant and tower-cap quantities, I wind up completely forgetting about the forbidden door, and wonder why my miners have gone idle when there's still a huge tract of designated land waiting for discombobulation.
DF Gameplay Questions / Re: Effects of detailing on item quality
« on: February 07, 2007, 02:06:00 am »Sounds to me like a catapult should cause a "shockwave" effect, knocking people down within a 3x3 or even 5x5 square (kinda iffy on that one) around an impact site. Anyone caught in the impact zone could also be flung away, suffering minor crushing wounds. The landing catapult bolt should also tumble and roll for a significant distance before coming to a halt. Anyone directly hit by a catapult boulder should be crushed outright, and a tumbling boulder should fling victims out of the way with serious injuries.
Realistically speaking, catapults are siege weapons, intended to destroy siege equipment. Thus, they'll probably become more useful as sieges get better equipment and better tactics (so they could try to launch boulders at the mountainside to bust it down, would bring miner/sapper teams to mine into the mountain, bridge moats, etc.).
Along those lines, it'd be nice if we could issue "move" orders to catapults and ballistae and assign them destinations, where multiple dwarves would then cooperate to move the engine to the destination, kinda like a pulled wagon!
Sounds like some good detail to add into Bloat 117.