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Messages - TheyTarget

Pages: 1 ... 18 19 [20] 21 22 ... 38
286
DF Gameplay Questions / Re: strange murder
« on: October 13, 2010, 08:19:33 pm »
I think if a caravan is carrying, said do not export. You have to buy it all, or dwarfs get punished, because zinc has left your map. So that might be it.

287
DF Suggestions / Re: Assign to Mayor Position
« on: October 01, 2010, 11:40:52 pm »
This has already been suggested, a few days ago.

288
DF Suggestions / Re: Diseases and medicine
« on: October 01, 2010, 04:41:16 pm »
Penicillin comes from Penicillium Chrysogenum which is a mold that grows inside on food. Its only reasonably that a race that lives inside 90% of the time would discover that before humans would. And elves probably never would.

I mean they live in caves and eat fungus.

Yeah, but I think you underestimate how common an occurrence mold and fungus is, inside and out.  Believe me, mold has been exceedingly obvious to people throughout the entirety of history.  Just look at and smell a bale of hay after the rain or morning dew, or have bread without preservatives sitting around for a few weeks.  People have also been aware of and eating mushrooms since before the dawn of civilization.  I don't think dwarves would be any more likely to discover mold-derived antibiotics any sooner than humans; at least, not for the reason you state.

Also, I was surprised to find out that syringes were, in fact, known about and used during the tech time-frame of this game!  http://en.wikipedia.org/wiki/Syringe#Historical_timeline
Just putting that out there, just in case!!! :D

I know someone could probably easily mod it in there, but being able to request soap from caravans would be nice. I second the suggestion to have doctor dwarves be more highly motivated to actually look at a patient.

I third this suggestion.

 

Well clearly Penicillium Chrysogenum doesn't exist in DF, and probably never will. I just feel a race that almost exclusively eats mushrooms, would be more familiar with the properties of such things. Why does someone discover something first? I just think, the increased exposure to it some one would catch on. And I'm not saying people don't eat mushrooms, I'm saying they don't eat just mushrooms, and drink alcohol only, unless it would kill them otherwise.

289
DF Gameplay Questions / Re: Beer for my Barracks
« on: September 26, 2010, 03:46:22 pm »
Is it accessible? Thats the last thing I can think of right now. They could be just a real simple break in the line. I once deleted a stair and my farmers were cut off, and all the other dwarfs were dieing.

290
I just look for the ability to make steel, and some form of water. Salt or Fresh, doesn't matter. (I'm ignoring cavern water). Everything else is just a challenge to deal with.

291
DF Gameplay Questions / Re: Pure Cistern
« on: September 26, 2010, 03:25:44 pm »
If you're making a reservoir for your well to draw out of, why do you need to keep the water pure? From what I understand, wells magically filter and desalinate any water that goes through them. My current well just goes straight down into a regular old natural cavern aquifer. You don't Need pumps at all.

Wells do not desalinate water. It just forces dwarfs to drink salt water. Which I don't know if it has any negative effects over clean water. And I don't think aquifers, or cavern water is salt water, unless you contaminate it. But who knows.

292
DF Gameplay Questions / Re: Beer for my Barracks
« on: September 26, 2010, 03:15:36 pm »
Are you Sure, stockpile 2, is set up to take only plant drinks? Other then that, maybe you just don't have enough drinks to go around, and half your dwarfs are drinking water? Otherwise, not sure. Do you have enough Barrels?

293
DF Suggestions / Re: Channeling
« on: September 26, 2010, 09:05:47 am »
The game already treats bodies as species-specific stock containers that hold a 'soul' object with all the individual's info attached to it. There is not currently any mechanism for souls to move around and there is always exactly one soul in a body at any time. However I think Toady mentioned he was looking into ways to flesh that out; ghosts and wandering spirits potentially being included. The 'Possessed' Strange Mood is actually meant to be a kind of temporary possession of the dwarf by another's soul/spirit, but the mechanics of that don't actually happen yet.
So yes, something like that might happen.

Me wanders. Could dwarfs who die in moods, possess other dwarfs and make them finish the mood? Would make sense to me, and dwarf coming back from the dead, to build a granite figurine of dwarfs.

294
DF Suggestions / Re: More uses for Lye
« on: September 24, 2010, 01:58:43 pm »
It'd be cool in adv mode to be able to toss a handfull (Gloved of course) Into the face of your enemy to blind them.

Joe Bloggs1 "You look like a mighty warrior indeed!"
Baby junior sonovabitch2 "I'm only 6 you fucking asshole!!"
Joe "..." *Lye to the face*

1 My last human adventurer
2 A 6 year old elf

That could be a combat overhaul. We're you throw sand, or lye or something, and it would be standard to have each dwarf have one. Also maybe even things like flasks of oil, to be lit on fire. You never know. Or even have, ground up glass to be thrown, or small knifes, I guess it would be nice to add in a melee weapon, and a thrown weapon, that dwarfs could use first as they charge into combat.

295
DF Suggestions / Re: Can we have homosexual dwarves?
« on: September 24, 2010, 01:53:03 pm »
Wow. This thread blow up. Hmmm, while were at it.
Why don't rehaul the whole relationship thing? Have dwarfs with sexual preferences, have dwarfs, that might commit adultery(With penalties, if discovered), have dwarfs, that will have random sex, and have illegitimate children (maybe punishable), divorces, and remarriages. Though again, if we have things dwarfs can, do that will get themselves in jail, we have to have something that the player can do, to prevent, adultery and random sex. Though I can't think of anything at the moment. It's all just a suggestion.

296
DF Suggestions / Re: Channeling
« on: September 23, 2010, 09:11:51 pm »
I doubt they would be useful. More like actually negative, giving you another incentive to not have dwarfs die. Though I can't think of many things right now. Kinda tired. Maybe in the morning.

297
DF Suggestions / Re: Can we have homosexual dwarves?
« on: September 23, 2010, 09:10:06 pm »
If your entire reason is just to get rid of kids, just change your ini file to disallow children.

It's not my entire reasoning. And I don't like messing with stuff, unless it makes it harder.

298
DF Suggestions / Re: Channeling
« on: September 23, 2010, 06:43:42 pm »
hmmm. The addition of ghosts, or souls of the dead could work. Though I can just imagine ghost of hundreds of goblins, moving things randomly around my fort.

299
DF Suggestions / Re: Body count!
« on: September 23, 2010, 06:42:38 pm »
Agree on the date things, and everything else.

300
DF Suggestions / Re: Can we have homosexual dwarves?
« on: September 23, 2010, 06:41:38 pm »
I support this cause I'm tired of useless kids. I wouldn't even mind it being a high percentage. I know plenty of places and cultures, were homosexuality was the norm.

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