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Messages - Marshall Burns

Pages: 1 ... 10 11 [12] 13 14 ... 20
166
DF Gameplay Questions / Re: Massive supply of wood, and Aquafer problem.
« on: February 25, 2011, 06:40:20 pm »
Man, I wish I had too much wood. All of mine goes to make charcoal, and I never seem to have enough charcoal.

167
DF Gameplay Questions / Re: Where are the civs?
« on: February 24, 2011, 07:07:32 pm »
I don't think they show up on the fort-mode civ screen until they've actually shown up at your fort (frex, those antmen are in your caverns). I have no idea why nobody has shown up though, if they were on the neighbors list.

168
DF Gameplay Questions / Re: Any reason to keep Barons etc alive?
« on: February 24, 2011, 06:50:24 pm »
Right, they're succeeded by blood relatives.
Also, I don't know if it's changed in .19 or not, but in .18, if your baron died without an heir, you'd never get a count or duke either. You'd still get upgraded to a county and a duchy, but there'd never be a count or duke to go with it.

169
DF Gameplay Questions / Re: best material for a mace?
« on: February 24, 2011, 06:47:33 pm »
Has anyone done any testing to see if physically weak dwarves are more effective with heavier or lighter maces? It stands to reason that a strong dwarf would perform well with heavier maces, but weak dwarves would need lighter ones for optimal performance.

170
DF Gameplay Questions / Re: dwarves not picking up all weapons
« on: February 24, 2011, 06:44:09 pm »
How big is a longsword in the game? Is it effectively a two-handed sword (note to self: mod the raws to change name to "greatsword" instead of "two-handed sword") in the hands of a dwarf? If not, you could mod in bastard swords or arming swords, which are between longswords and greatswords in size.

171
DF Suggestions / Re: Arrowheads, Axe Handles Etc
« on: February 24, 2011, 06:39:49 pm »
Now that mineral abundance is being toned down for good, perhaps it's time to add the option to make weapons with wooden handles in vanilla, trading off with an increased chance of them breaking?

I see no point in any disadvantages (e.g. increased chance of them breaking) inherent in using wooden handles on weapons. It's the normal way to do it; otherwise they'd be too heavy. Even things with small handles, like swords, have handles made of wood with a core ("tang") of metal that's one piece with the blade and pommel. (Cross-hilts are a different matter; they have to be made of metal, otherwise they'd be useless, but they're a separate piece from the rest of the handle.)

172
I have given some though to tornadoes/hurricanes. Ultimately I support the idea, you should be warned if your going into a hurricane or tornado prone area. And before a tornado arrives you should get an early warning which pauses the game and states "The weathers getting bad" or something like that. And then after a while (Short enough to be fun, long enough to give you time) a mobile cloud of Deadly Dust type cloud, possibly with a random name, comes out of the edge of the map and moves in a predictable direction, if it's moving towards your base it isn't going to suddenly go 180 and back to the ocean, but it might keep going 20 degrees and miss your fortress. Might make it to your fort, might miss it by a long shot. You never know until it arrives.

Thing is, tornadoes don't move in predictable directions. Sometimes they do go 180. But, yeah, I like the idea of tornadoes myself. As far as warning goes, tornadoes come at a certain time of year and are immediately presaged by rain and hail. Speaking of which, hailstorms would be wonderful.

173
DF Gameplay Questions / Re: Dwarves suddenly decide they won't dig down
« on: February 23, 2011, 02:54:17 am »
I find it's easier still to just always use up/down stairs when possible. That way if you decide to go further, it's easier.

I just found out that if you dig an up stair, then dig a down stair on the same tile, it becomes an up/down stair on its own. I really wish I had known this a long time ago.

174
DF Gameplay Questions / Re: New Features explanation
« on: February 19, 2011, 07:10:18 pm »
There seems to be a lot of problems with stockpiles in this release. Problems I've had: you can't place hives if they're in a stockpile, jugs get stuck in stockpiles, you can't make mead if the honeyjug is in a stockpile.

175
DF Dwarf Mode Discussion / Re: The .19 Appreciation Thread
« on: February 19, 2011, 05:47:33 pm »
Pastures make me so happy. I've been trying to do the same thing with pits for so long (in order to keep livestock near milking and butchery stations, not for nonexistent-at-the-time grazing) only to have the bastards sneak through a door behind a dwarf. Which would've been okay if someone would have put them back in the pit automatically, but they didn't.

So, hooray for pastures!

176
DF Dwarf Mode Discussion / Re: Dungeon Master MIA
« on: February 19, 2011, 05:45:44 pm »
Didn't somebody try that only to find that they still couldn't tame exotics?

177
DF Dwarf Mode Discussion / Re: Is the time of Boatmurdered returned?
« on: February 19, 2011, 04:18:57 pm »
Yeah, they're in there, but they're not nearly murdery enough. Real-life hippos are bloodthirsty behemoths who love goring people with their nasty tusks.

178
DF Gameplay Questions / Re: Less metals = good, memorable Fun
« on: February 19, 2011, 01:25:34 pm »
Not since the very first time I played have I been so excited for the dwarven caravan to arrive. I'm loving it. I've got something to do! There's challenge in the management department!

179
DF Gameplay Questions / Re: New Features explanation
« on: February 19, 2011, 01:20:58 pm »
I don't think these animals are grazing when not assigned to a pasture, despite there being grass everywhere. Can anyone confirm this?

180
DF Gameplay Questions / Re: New Features explanation
« on: February 18, 2011, 10:10:05 pm »
Anybody figured out how to stockpile clay? Or wax? I can't find them in the stockpile options.

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