Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Veylon

Pages: 1 ... 12 13 [14] 15
196
DF Dwarf Mode Discussion / Re: Dwarven cuisine
« on: January 10, 2012, 12:05:37 am »
Just disable tallow in the baking menu. You're going to need it for soap anyway. I've been trying to get away from consuming the less savory animals anyway. Do you really want to be eating giant toad brains and manta ray intestines, let alone congealed gorilla grease?

Personally, I've just discovered the incredible edible egg. After embarking with sixty chickens and learning that dwarves don't eat eggs raw, I've got a cook making nothing but +chicken egg roast+. My fort's cholesterol levels (once Toady gets around to simulating them) would probably kill the lot of them before HFS gets the chance.

197
DF Suggestions / Re: Work hours to arrange dwarf gatherings and work
« on: December 02, 2011, 05:13:19 am »
Daily/Weekly/Whatever scheduling shouldn't be needed to have court dates or elections. Just have "Urist McPeasant cancels Haul Item: Jury Duty". Anyone who isn't injured, fighting, insane or performing life-saving surgery could run off to whatever social function is so danged important.

An alternative to scheduling might be a system akin to firefly synchronization. If a Dwarf knows that a friend is On Break, he'll tend to slack off sooner in order to spend time with him. If one dwarf yawns in a room, it makes everyone else slightly more drowsy. That way they'll naturally drift into doing things at the same time unless the workload is really hectic.

198
DF Suggestions / Re: Personalized designated rooms
« on: December 02, 2011, 05:00:33 am »
This sounds like a great idea. There ought be a lot of commission work and internal trade in large fortresses. It'd give the idle something to do besides mill around, if nothing else.

I've never played with the old economy type that was in older versions of DF.
Basically, there was a Store building. A dwarf would claim the store, grab a bunch of stuff from the stockpile and try to sell it, usually without success.

Dwarves would get paid every time they finished a job and would use the pay to rent rooms. Fancier rooms cost more. What often happened, though, was that you'd have hordes of homeless dwarves who couldn't afford a place sleeping in the hallways outside fabulous gold-plated rooms that were empty because no one could afford them. Supply and demand simply didn't exist. Then there was the issue where dwarves got stacks of coins from the stockpiles and broke them up into individual coins and then left them anywhere and everywhere.

199
DF Suggestions / Re: This Game Needs An Item Sink
« on: December 02, 2011, 04:20:39 am »
Instead of 'heat furnaces', why not add fireplaces? One log per season, makes dwarves gather around it.
Does it have a use? This heat furnance would prevent them from dieing in the winter. Features must have a use
Dwarves could get happy thoughts. "Warmed by fireplace recently. Enjoyed a hot meal lately. Was pleased with her own fine fireplace." Freezing biomes or winter could cause bad thoughts at their lack "Ate frozen food recently. Was shivering lately." Hardcore players could always compensate with better booze or zoos.

200
DF Suggestions / Re: A way to avoid dwarves walling themselves in...
« on: December 02, 2011, 04:10:19 am »
I have a simple solution: allow walls to optionally have facing, the way bridges have the option to raise in a certain direction, to indicate which side you want the dwarf to build from. No pathfinding checks, no player freedom restrictions, no additional menus or keystrokes if you don't want to bother with it, just a single keypress when you're picking the size.

201
The worst I had was a giant tick. My military easily killed it in a few seconds.

But...they got it's blood on them. And started to rot. They went to the hospital, spreading the blood all the way. The rotting spread and spread, killing every last one of the hundred and some dwarves there as well as a final wave of immigrants and a crew I sent to reclaim the place. I basically had to write the site off as uninhabitable. This was my introduction to syndromes.

202
I'd like to sign up, if I could. This fortress looks interesting.

203
DF Dwarf Mode Discussion / Re: Preserving nature
« on: October 30, 2011, 11:35:59 pm »
I used to have a policy of clear-cutting + paving to "clean the green". I guess not doing that counts as preservation.

204
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2011, 08:36:10 pm »
I had an underground sea that I wanted to drain out in order to get at the minerals in it's walls. So I set up cave-in's to block off the exits to keep water from flowing in from off the edges of the map and refilling it.

Unfortunately, the floor of this sea was paper thin and when I dropped the ceiling on it, it punched right through....into a caldera on the next underground down!

Water gushed through into the middle, making tons of obsidian, which itself promptly caved in. Fortunately, I had been building an iron bridge out of flooring across this same caldera (yes, this whole thing was due to my negligence) and the obsidian glommed on and started spreading out. Eventually, it would plug the Caldera and start flooding the underground layer.

In order to fix this wave of cave-ins cause by careless caving-in, there was only one solution: more cave-ins! These went better, and the torrent of water dwindled to a trickle. The casting has ceased and now I have a cup of rough-cast obsidian half-full of water in the middle of an active caldera.

Too bad it isn't boiling/scalding or I could have some Goblin soup.

205
Back in 40d I had a Titan attack my fortress. I scrambled my defenses, ordered everyone beneath, and barricaded the doors. Then I realized, in horror, that I had lost track of the monstrosity! After some frantic searching around, I found the corpse. Whilst I'd been panicking, my hunter had felled the thing with a single crossbow bolt, presumably the eye. He got himself a royal tomb.

206
DF Dwarf Mode Discussion / Re: Spreading Legends (Boatmurdered PDF?)
« on: April 01, 2011, 10:44:19 pm »
Well, since one doesn't exist, I'm going to make one. I've downloaded all sixty-six parts and I've got OpenOffice to convert them into one massive pdf tome.

207
I usually just make 5x6 rooms so that I can easily order 30 coffins to go into them.
I try to make sure that sure that there are always two or more such rooms with empty coffins in case of extreme fun.

208
Yeah. Elves don't have a [MAXAGE] token, so they don't die of old age.

209
DF Modding / Re: Language Token Help?
« on: March 27, 2011, 12:04:25 am »
I just bumped into this question myself.

The best I can figure, by playing with the name maker and the raws, is that standard verbs can be used in the front and rear compound of titles, whereas non-standard verbs can only be used in the 'of' section. For instance, you might see 'AgedWagons' or 'Towers of Crucifying', but never 'DrainedBeers'. Unless you add [STANDARD_VERB] to the verb; then it's okay.

So really, I guess all it does is allow it to show up in certain parts of the titles. Yay?

210
Concerning sacrifices to the gods, material goods probably should be recycled to a Noble clergyman, unless the Gods of Dwarf Fortress actually exist and consume those sacrifices.  Perhaps some cultures and religions would have genuine gods, avatars, and then mortals who hide away the loot for themselves or their religion, depending on personality.  Would be neat if some religions advocated giving to the poor, opted to invest in armies/industries, or other things...

One thing that could happen is that the offerings could be gathered up and carted off special temples, or even the Supreme Temple. It would be another range of sites for the adventurer to visit (and/or loot). It might be one of the fortress's religious duties to regularly send food, booze, clothing, and other supplies to keep the priesthood from privation. Another could be to send dwarves away for religious training in order to come back as priests. It works sort of like that with barons already.

Another thing, too, is that different deities would want different things. Deities of Song and Flowers would like different offerings than those of Thralldom and Fate. There may well be a use for all those Goblin captives/corpses if the right God is in town. A less bloodthirsty one might want herbs, goblets, or wooden objects. There ought to be a way to connect the spheres to types and materials of items in order to make a list of acceptable sacrifices, though I don't really know what a God of Freedom or Rainbows would want.

Pages: 1 ... 12 13 [14] 15