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Messages - Solace

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166
DF Dwarf Mode Discussion / Re: Extreme Aquifer Piercing
« on: July 13, 2010, 02:10:29 am »
Yeah, I embarked into a map with 13/16 of my original squares supposedly containing an aquifer. I actually ended up with three tiny aquifers in the corners of the map. Apparently mountains do not play well with aquifers. :P

167
DF Dwarf Mode Discussion / Re: Civilization Question..?
« on: July 13, 2010, 01:33:12 am »
Yeah, I've noticed that as much as non-player dwarves will only settle deep in mountains, if you don't have at least one non-mountain tile in embark, no non-dwarf trade for you.

168
DF Suggestions / Silly little suggestion...
« on: July 13, 2010, 01:30:31 am »
"So and so cancels gather plants, hunting vermin for food." ... why did my dwarf just stop looking for food in order to less effectively look for food? For that matter, dwarves will head over to any source of water in a pinch, why shouldn't they prefer to gather plants vs hunting down non-existent vermin?

169
DF Suggestions / Re: Digging Invaders
« on: July 12, 2010, 11:41:13 pm »
As far as finding your base goes, they can already find your base pretty easy when it's barely a little hole in the side of a mountain. :P I'm imagining a goblin siege getting lost right now...

170
DF Gameplay Questions / Re: Gold weapon?
« on: July 12, 2010, 11:27:13 pm »
Actually gold/other dense metals would make a really good warhammer regardless of how soft or brittle they where, just plate them in steel or whatever so they don't take surface damage. :P

171
Tilesets and Graphics / Re: Ironhand's Graphics Set (back!)
« on: July 12, 2010, 11:21:31 pm »
The ore still looks too much like regular stone, to me.  To differentiate the two, perhaps make one lumpy on the right and the other lumpy on the left
Uuuh, it might just be me, but that sounds like it'd look really silly. :P

172
DF Dwarf Mode Discussion / Re: Challenge thread?
« on: July 12, 2010, 06:40:36 pm »
Had a new idea for one.
Designate the *entire* fortress before the first stone is dug. The only way you can make miners do something useful is turning that labor off.
Never designate another tile for digging, regardless of cave rivers or magma.
Since you need to have actual stones ready to build walls or what have you, would that also mean you can never build anything?

173
Tilesets and Graphics / Re: Ironhand's Graphics Set (back!)
« on: July 12, 2010, 06:37:13 pm »
Hey, one thing we could use would be a generic pile of rags/clothes.
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.
Curse you! I've been putting off this one because its so many different things! I'll have a go though, the current one is looking more and more out of place...
Maybe it could just be a generic sack looking thing? I mean, if you're gonna carry around a pile of clothing you're not gonna be, like, holding a shirt at arms length... :P Plus you could use that same sack for other, you know, sack-ish things, or just as a generic "this contains various objects" tile.

174
DF Suggestions / Re: Multiple Dimensions
« on: July 12, 2010, 03:26:06 pm »
You wouldn't even have to generate X overlapping worlds, you'd just randomize the extra X overlapping embark areas. Or heck, randomize them exactly when you go and build a way to get to them.

175
DF Suggestions / Re: Digging Invaders
« on: July 12, 2010, 03:23:26 pm »
I'm looking forward to tunnelling units but am admittedly worried about some aspects of it. Digging units could cause problems both with fortress aesthetics and gameplay. There are certain other features I'd like to see added alongside to help us deal with it.

Tunnels should be refillable, packing loose dirt or rock back into a tunnel to make things as good as new. Possibly allow the collection of dirt not dissimilar to collecting sand thereby solving the problem of finite resources. Being able to collect and deposit dirt would also be useful for farms, underground gardens, covering up constructed rock floors on the surface allowing grass to grow or making earthworks.

I already posted a suggestion on being able to hide already revealed tiles and Toady mentioned it being reasonable in one of the podcasts. This combined with re-packing tunnels should solve all the aesthetic problems with tunnelling.
An easy solution to the aesthetic problem is rather than have tunneling enemies dig tunnels, have them build tunnels.  :D

176
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 12, 2010, 03:15:45 pm »
Thanks for the help; new question, I want to eventually make a ton of glass for whatever. Is there a less kludgey way to collect sand than to build a regular sand furnace to queue up sand-gathering for my eventual magma furnaces to use?
3. I'm not sure what you mean... aren't those both the same?
If the game said I should only find an aquifer in sandx and loamx, will the aquifer just end if the sand is adjacent to rocks because the layer types seem to be calculated individually for the z-levels of each square, or am I looking at it wrong? :P

177
Tilesets and Graphics / Re: Ironhand's Graphics Set (back!)
« on: July 12, 2010, 03:02:20 pm »
Maybe the hacksaw should have some single-pixel (or different colored) teeth? Even if hacksaws would look straight at that resolution, it would make it more obviously not a cleaver. :P

178
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 12, 2010, 01:48:49 am »
I embarked on a sloped map with a partial aquifer, planning on that being my water source. I now cannot find the dang thing. So, three questions:

1. Easier way to find it than random digging on all z levels?

2. Any way to find what layers the aquifer was supposed to be on? It said it was on a pair of sand/loam types, but I seem to have about six so far.

3. Will I find the aquifer only in those sandloam types, or just on a specific z-level where they show up?

179
Well, if you want something to cross over the pick, it's also gonna have to be something fairly longish, so as far as I can tell you're pretty much stuck with... axe, spear, arrow, scythe... branch... axe seems the best out of those options.

180
Tilesets and Graphics / Re: Ironhand's Graphics Set (back!)
« on: July 11, 2010, 11:54:50 pm »
The stones are just getting nicer and nicer, I think the furnace's "heat pit" and "water pit" as stones is at least decently plausible as well.

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