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Messages - Premier

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1
DF Dwarf Mode Discussion / Re: Party Fortress?
« on: September 25, 2006, 01:14:00 pm »
quote:
Originally posted by Crowley:
<STRONG>

And so dwarf fortress makes its first clumsy steps into the cruel world of pedophilia.</STRONG>


You mean pederasty. The relationship where the older man passes over his knowledge to the young boy, like the ancient Greeks and Romans used to do.

Oh, and they shag, too.


2
DF Dwarf Mode Discussion / Re: Dragon fortress
« on: September 03, 2006, 05:16:00 pm »
quote:
Originally posted by PNB:
<STRONG>Well, I'm back from being internetless, and why doesn't fire breath burn trees?</STRONG>

They're the same kind of trees you have in Starcraft. The ones you can drop a tactical nuke on with no visible effect. :P


3
DF Gameplay Questions / Re: Various RAW questions
« on: August 29, 2006, 06:06:00 am »
quote:
Originally posted by odd2k:
<STRONG>I would assume it works like normal d&d number generating. In that case, 2d6 will translate into a number between 2 and (2*6). And so on. At least, that is what the "2d6" format means.</STRONG>

Clarification: "XdY" means that you roll X number of dice which have Y sides each. So, for example, 3d8 will result in a number between 3 (rolled 3 ones) and 24 (3 eights), but the distribution of numbers won't be even - "middle" values will come up more often.


4
DF Gameplay Questions / Re: Adventurer mode - how do I wield a weapon?
« on: August 25, 2006, 06:09:00 am »
Thanks, I'll try that.

5
DF Gameplay Questions / Re: Adventurer mode - how do I wield a weapon?
« on: August 24, 2006, 05:12:00 pm »
Oh, it turns out that when my hero took out the sword from the backpack, he put it in his right hand, where he was already holding his shield. Now both his sword AND his shield are in the same hand, and I can't figure out how to get one into the left. And then, if necessary, how to tell him which hand to attack with.

6
DF Gameplay Questions / Adventurer mode - how do I wield a weapon?
« on: August 24, 2006, 05:09:00 pm »
So, I started experimenting with the Adventurer mode.

Presently, I'm fighting a cyclops, and it has knocked my longsword out of my hand. While my mates distracted it, I picked up the sword with 'g', then took it out of my backpack with 'r'. But now I can't WIELD it, that is, use it to attack the cyclops. Every time I attack, the character automatically uses his shield to bash the enemy. I looked through the Key Binding section of the manual, and couldn't find a 'wield' command. So how do I do it? 'I' for 'Advanced Interaction' doesn't work either.


7
DF Bug Reports / Re: Trees are immune to lava
« on: August 29, 2006, 07:35:00 am »
They're the same species of tree as the ones in Starcraft. The ones whose leaves don't even get ruffled by a point-blank nuclear explosion.

8
DF Suggestions / Re: Marksdwarves try to fill their quivers
« on: September 04, 2006, 09:20:00 am »
quote:
Originally posted by odd2k:
<STRONG>I think this is kinda related to how dwarves have to carry one seed at a time. Are plump helmet seeds the size of a dwarf's head, or what?</STRONG>

Well, they are DWARVES...


9
quote:
[...] a noble that, at the stage he arrives, serves very little purpose.

* Cough * cough *
Emergency flood system tester.

  :D

[ August 25, 2006: Message edited by: Premier ]


10
DF Suggestions / Re: Transport
« on: August 22, 2006, 08:32:00 am »
I think the problem with a lever solution would be that levers, at least presently, are manually controlled. A minecar system using the samel manual levers would require the player's constant attention to work properly. It might be better to automate the process by giving stations a simple interface reachable via "q". Something containing orders along the lines of "Cart waits here until full//Only load/unload X material//Car doesn't stop here//etc."

On another note, the first thing I thought of when I saw the thread title was "cable cars over chasm and lava, woot!"


11
DF General Discussion / Re: Dwarf Fortress 0.21.101.19b Released
« on: August 20, 2006, 06:31:00 am »
My bet is Toady's already thought of that.

12
DF General Discussion / Re: Newbie questions and some found bugs
« on: August 12, 2006, 08:02:00 am »
Re: Mandrills. Are you sure you have the latest version? It was put up yesterday, and AFAIK it has patched the "rampaging monkeys" bug. New colonists always come in the spring (I think). I'll let more knowledgeable individuals answer the rest of your questions.

13
DF General Discussion / Re: Cooked food not eaten?
« on: August 11, 2006, 05:31:00 pm »
Erm... I'm not entirely sure, and can no longer check because the savegame's been overwritten. My dwarves WERE pretty busy, generally speaking, though. However, the whole thing did occur over a longer period of time, so I guess someone should have picked up and hauled at least one of them biscuits, eventually.

Hmm... if that was the problem, then maybe it's another argument in support of some way of prioritising jobs - pieces of rock won't rot away, so it would be good if hauler dwarves could be set to haul food first and other stuff later.


14
DF General Discussion / Cooked food not eaten?
« on: August 11, 2006, 04:12:00 pm »
Well, maybe I'm just doing something wrong, so I'd appreciate any help here. Here's the situation:

I have a kitchen, I have several food stockpiles nearby about half full of turtles. I also have a dwarf with the Coking profession. I do NOT have any dining rooms, but I do have a non-designated room with several tables in it.

So, I give the kitchen an order to cook, say, 10 units of easy meals. The cook dwarves goes in, and starts taking turtles from the larders and turning them into turtle cookies. So far, so good.

But then... nothing happens. Once the turtle cookies are done, they just stay in the kitchen. Nobody, not even the cook, can be bothered to go there, pick them up, and take them to a food stockpile. Instead, the cookies stay in the kitchen, causing a clutter, slowing down efficiency then finally rotting away in a cloud of miasma, while all my dwarves continue going outside to my starting stockpiles and eating from the barrels they've brought with them from the Dwarfhome.

Why do they ignore the freshly made cookies? Am I doing something wrong, or is this a bug?

[ August 11, 2006: Message edited by: Premier ]


15
DF General Discussion / Re: question and a problem
« on: August 11, 2006, 12:42:00 pm »
quote:
Originally posted by ussdefiant:
<STRONG>i just have trouble imagining what one of my dwarves might want to do with a giant, well-crafted door, let alone want to drag it along all the time.</STRONG>

Maybe he's trying to send you the message that he and his mates really, REALLY want to be given some shields for all those skirmishes they end up in...  :)


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