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Messages - Zereth

Pages: 1 ... 10 11 [12]
166
DF General Discussion / Re: General planning/thinking
« on: August 20, 2006, 10:35:00 pm »
quote:
Originally posted by MrDannimal:
<STRONG>I've seen people either dig a single tunnel right for the river or build a temporary pseudo-fort (common bedroom and such) while they search for the river.
</STRONG>

Bah. The outside river is much, much faster. I excavate a farm of about two 6x6 rooms, THEN work on other stuff. Bring about 40 plump helmet spawns and meat instead of plump helmets, a couple of skilled growers and you'll never, ever have food problems. EDIT: Then again, I don't play in highly hostile areas.

[ August 20, 2006: Message edited by: Zereth ]


167
DF General Discussion / Re: Good way to get rid of immigrants
« on: August 20, 2006, 09:12:00 pm »
Another problem with sending immigrants out to hunt is your dwarves trying to get the stuff they drop when they die.

168
DF General Discussion / Re: Lava Furnace setup
« on: August 20, 2006, 08:22:00 pm »
You still need the coal bars for steel, but other than that you're home free fuel-wise, but sadly channels don't work, problaby for the same reason you can't make mills with channels, or drink from water channels.

169
DF General Discussion / Re: Posession/Fey Mood problem
« on: August 20, 2006, 08:03:00 pm »
Mine killed a couple of cats and a kid.

170
DF General Discussion / Posession/Fey Mood problem
« on: August 20, 2006, 07:52:00 pm »
Earlier, I had one of my metalsmiths go int oa Fey Mood.

He then walked outside, stood in the middle of my wood pile, and just stood there until he went insane. Is it possible to have the dwarves complain about the workshop they don't have when it doesn't exist, rather than just standing there?


171
DF General Discussion / Re: What to do with caged goblins?
« on: August 21, 2006, 10:17:00 pm »
To go with the arena: It'd be nice if you could set dwarves to the "Gladiator" job.

And craft decorated leather masks, and order them to go shirtless.

And then make money off the tourists coming to see your luchadore dwarves!


172
DF General Discussion / Re: BUG/EXPLOIT roads
« on: August 20, 2006, 06:57:00 pm »
quote:
Originally posted by Garthor:
<STRONG>I think because it fills in the road with dirt before the construction is completed.</STRONG>

That would make sense, if the construction process actually involves building a dirt road and then finishing the stone road. I belive dirt roads will attract caravans, but have to be re-made every so often.

173
quote:
Originally posted by UncleSporky:
<STRONG>Well of course there'd be an option to only cycle through workshops etc.     ;)</STRONG>

Yes, but I'd still prefer the option to just pick one specific workshop off the main screen rather than trying to scroll trhough all 30+ workshops. EDIT: Not that I would object to having the option to do so, quite the opposite, I just want it to be an option, as opposed to replacing the existing system.

[ August 20, 2006: Message edited by: Zereth ]


174
quote:
Originally posted by UncleSporky:
<STRONG>Personally, I think a better v system would be buttons to cycle through your units in order (of arrival?  Profession, maybe?) rather than moving around to pick them.  Ditto for q, it'd be great to cycle through all my workshops and see what's queued at each one.</STRONG>

I'd rather have that in a seperate function, because I don't want to have to cycle through all 50 of my beds, 120 doors, and zillions of tiny stockpile expansions to find the one thing I want to deal with.

Being able to cycle through various things would be nice, though, for the overview.


175
There's plenty of times when I want to select some building, but it's quite a few squares away from where the cursor starts, and moving it one step in normal view puts me a similar distnace away on the other side. I'd find this quite a useful feature myself.
EDIT: And for things where you _can't_, like designating large ares ot be deforested or the like.

[ August 20, 2006: Message edited by: Zereth ]


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