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 - RiderofDark

Pages: 1 ... 12 13 [14] 15 16 ... 21
196
DF Suggestions / Mining, Digging, and Rock Processing
« on: February 17, 2011, 05:54:09 am »
I haven't played 31.19 as yet, so I'm unfamiliar with what changes have been made so far.

Basically, destroy the rocks to get the ores they contain. This also gives the benefit of removing the excessive quantities (tens of thousands of units) of stone that we can get. Veins and pockets would essentially be higher concentrations of whatever ores that particular layer (can) contain.

197
DF Suggestions / Landscaping Depth
« on: February 17, 2011, 05:34:58 am »
Water and Magma have 8 levels of depths. So let land have 8 levels of depth as well.

This will not only give better control of where things flow, but potentially how fast as well. It will also give the landscape a bit more realistic an appearance. In my mind, at least, ramps in DF are essentially 100% grade (45 degree) slopes. Baldwin Street, listed as the steepest road in the world, has a grade of 35%, a 19 degree slope. This is close to what we have right now.

198
DF Suggestions / Re: Engraving Workshop
« on: February 17, 2011, 04:34:14 am »
Bumping to add a couple things.

Eggs, specifically their shells, should be added to the engraving workshop. The engraving workshop should have a new effect as well: chance of failure. Rookies will have an incredibly difficult time engraving fragile things without breaking them, while masters of the art will have incredible feats of beauty.

Also, bring in some of the elements of dwarven happiness. And make dwarven thoughts/feelings matter, too. Even if a dwarf is legendary, if they're goofballs and can't concentrate, they'll mess up more often. Especially in close proximity to loud and noisy places, like near a meeting hall or next to forges.

199
DF Modding / Re: Dwarf Therapist (LATEST 0.6.8 2/16/11 see first post)
« on: February 17, 2011, 04:09:44 am »
Yay! Good stuff! :)

200
DF Modding / Re: "What's new in .19?" - New version questions
« on: February 17, 2011, 03:19:01 am »
So, with eggs and grazing here, could we do something like taming a bronze colossus, feed it rocks and get bronze (eggs) out of it?

And create a grass that grows on a specific rock type? So, bronze colossus feeds on granite grass, lays bronze eggs?

201
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 16, 2011, 05:53:26 am »
Will changing MAKE_TROPHY_SAPIENT to acceptable allow me to make soap out of sentients? Or do I have to change the [EAT_SAPIENT_KILL] tag to get to the tallow?

202
DF Gameplay Questions / Re: Changing Creature tags
« on: February 14, 2011, 08:19:07 pm »
Restart of DF.

203
DF Gameplay Questions / Re: I have a bunch of dogs
« on: February 14, 2011, 10:33:06 am »
Wait, NOW it works....

wtf?
DF has a weird job management layout. Animal Trainer probably didn't get to that particular dog for awhile.

204
DF Gameplay Questions / Re: water dwelling beasts and cage traps
« on: February 13, 2011, 10:42:07 pm »
Magma-safe cages will even protect their occupants from being submerged in magma.
That's not true in my experience. I've caught gobbos and dumped the cages into magma. Then, checking the units list (much, much) later, they're listed as deceased, not caught.

Old age? O.o
Doubt it, as I'm sure I saw smoke a time or two. I'll make a test run in my fort and report what happens.

I've had goblin corpses in my cages with no magma involved.  I think it happens when injured goblins die from their wounds while in captivity?
Gobbos had no injuries when I caught 'em. Like I said, I'll run a test and report back.

205
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: February 13, 2011, 10:41:10 pm »
Is the ethic tag [ACCEPTABLE] required to allow dwarves to process sapients and their skeletons in fortress mode, or would something like [JUSTIFIED_IF_GOOD_REASON] or [PERSONAL_MATTER] work just as well?

206
DF Gameplay Questions / Re: Catching Fireflies.
« on: February 13, 2011, 10:36:53 pm »
I'm curious about how cave spiders would behave, especially with their web-laying.

207
DF Gameplay Questions / Re: water dwelling beasts and cage traps
« on: February 13, 2011, 10:33:32 pm »
Magma-safe cages will even protect their occupants from being submerged in magma.
That's not true in my experience. I've caught gobbos and dumped the cages into magma. Then, checking the units list (much, much) later, they're listed as deceased, not caught.

Old age? O.o
Doubt it, as I'm sure I saw smoke a time or two. I'll make a test run in my fort and report what happens.

208
DF Gameplay Questions / Re: Floating Floor?
« on: February 13, 2011, 09:48:54 pm »
I could swear that you can turn off gravity for floors in the init files - atleast Lazynewbpack has an option for it. ???
d_init; Caveins setting.

209
DF Gameplay Questions / Re: water dwelling beasts and cage traps
« on: February 13, 2011, 09:46:36 pm »
Magma-safe cages will even protect their occupants from being submerged in magma.
That's not true in my experience. I've caught gobbos and dumped the cages into magma. Then, checking the units list (much, much) later, they're listed as deceased, not caught.

210
DF Gameplay Questions / Re: dwarfs not using dining room
« on: February 13, 2011, 07:22:54 am »
Is it designated as a meeting room?

Pages: 1 ... 12 13 [14] 15 16 ... 21