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Messages - thijser

Pages: 1 ... 44 45 [46] 47 48 ... 59
676
DF Dwarf Mode Discussion / Re: Dorf Birth Control
« on: July 31, 2010, 07:23:12 am »
try making something like this in meeting areas:

wwww
xP hx
xwxx

above that a simple

Mdh

and undeartneath a
dddD
M=magma source/water source
d is dig
h=hatch
p=pressure
x=floodgate
w=wall
D=drain
linking everything expect the hatch to the drain up with the pressure plate then making the plate activate only when a child (or cat) steps on it. then either link the lever to the hatch or put in another plate that activates at 7/7 magma. make this open the hatch to the drain so it drains away. if you connect this to a good timer you can have your own automated catplosion/dwarf baby countermessure.

677
DF Suggestions / Re: Dwarf Mode: Retirement
« on: July 30, 2010, 05:40:27 pm »
It might be a better idea to make dwarfs grow old instead. Old dwarfs would still be able to work but slower with less strenght ext. This would get increasingly strong. There would be an option to put in a age of dwarven retirement to stop them from wasting materials. These retired dwarfs could spent their time"preparing for death" this would reduce the impact from their death (only if death was natural). This would also somewhat remove the motivation from players killing of the retired dwarfs.

678
DF Dwarf Mode Discussion / Re: A poll about magma... because I can.
« on: July 30, 2010, 04:35:40 pm »
There is a combination methode with pistons and stacks. You can make a piston and for each time you use it instead of casting a new top you build a new level of your stack.

679
first the dungeon master second the lever thing  and third the plaster problem.

680
DF Gameplay Questions / Re: Miner injured
« on: July 30, 2010, 04:03:52 pm »
Nerve damage usually doesn't restore you can try to give him a job that don't require arms (moter nerve is damaged in both arms?) There are however few jobs you can give him so you might want to let him pull the lever. One thing he should be able to do is being an observer near your entrance.

681
DF Suggestions / Re: A way to prevent ambushes
« on: July 30, 2010, 03:48:44 pm »
There is a bigger problem ambushes cause a lot of lag. It might be a good idea to make an init option to stop hidden units.

682
DF Dwarf Mode Discussion / Re: How to get a dwarf to rest?
« on: July 30, 2010, 12:01:42 pm »
Well some dwarfs don't think they are that wounded (I had a dwarf once who had both his arms and leggs broken but because he was so though he didn't care)

But if you knock im unconsious he will be brough to a bed by a fellow dwarf.

683
Could it be that you were sneaking that pulls down you speed by a lot (and is broken by killing stuff)

684
DF Suggestions / Re: Material Science: Strange things to reconsider
« on: July 30, 2010, 11:51:32 am »
What I wonder is how do dwarf manage to shape adamantine using magma forges.

685
DF Dwarf Mode Discussion / Re: Two titans, two silver bolts.
« on: July 30, 2010, 11:17:09 am »
actually it left water which then drained away.

686
I like the automated goblin grinder; I might use that to get rid of the pesky animals in my evil biome. (2nd year, 3 deaths so far- all by beak dog!)

Question: Don't you have to manually reset the hatches every time? A creature coming from the "top" will still trigger the pressure plate and open the hatch behind it, am I right?

I think you can solve this by using logic and connecting a trigger that is first triggered by anybody going down that blocks the hatch from going down (a not gate connected with an and gate)

687
DF Dwarf Mode Discussion / Re: Two titans, two silver bolts.
« on: July 30, 2010, 10:54:26 am »
Perhaps you have a legendary or these titens might have been rubish.

688
DF Dwarf Mode Discussion / Re: Stone Collecting
« on: July 30, 2010, 10:53:22 am »
I sometimes have the feeling they prefer stones they like and high quility stone.(someone might need to do some testing here) If this is true then by logic the stones they prefer will run out quite soon. When this happens they will still try to get the stone and the only place where it's left is in your basement where it's newly dug by the miners. For testing try switching your masons.

689
DF Suggestions / Re: Music
« on: July 30, 2010, 10:50:14 am »
I can see a few skills with music first there are of course skills for all instruments and singer skills then there could be some a composer skill and a dance skill.

a composer makes a song which gets a certain quility (master work ext.). Then someoen chooses the song which he will play bigger change to take a song from a frend/family memer/himself/about subject(for example about shells if he has shell fetish) he likes and a bigger chance if the song is good. if a song isn't played for some time it's forgotten. This would eventually make the low quility songs stop beeing played and allows only the masterworks to be played at some time.

Dancers would increase the effect of songs. A dwarf can hear songs trough walls (easy to implent) and receives happy thoughts if he does so. The closer he is to an artist the happier this makes him. A good artist can be heard from father then a worthless one. a dabling artist can even generate complains about the noise. Performaces are given from stages which work just like other workshops, during parties and at random if a artist is ideling (a good reason to make shure you legendary doesn't do anything else then ideling).

690
DF Dwarf Mode Discussion / Re: So I did a bit of modding...
« on: July 30, 2010, 05:45:32 am »
gold hammers are really good. This is because hammers mostly use weight and gold is the heaviest (second to slate but that's not usable) material in df.

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