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Messages - Tamren

Pages: 1 ... 85 86 [87] 88 89 ... 94
1291
DF General Discussion / Re: Save The Toady One!
« on: August 23, 2007, 10:48:00 pm »
Keep drinking the cranberry juice. It helps to prevent and treat that kind of infection because it makes the bacteria "slippery". The bacteria has a hard time sticking to anything and causing problems.

I WISH we could get pure cranberry juice here though   :(, i developed a taste for it a long time ago but all i can get is that crappy cocktail stuff that has been cut with cheap grape and apple juice.

Get well soon!

[ August 23, 2007: Message edited by: Tamren ]


1292
Hmm that or it only becomes the default attack if you HAVE no arms. Wolves for example.

1293
How come I was never able to bite opponents in adventure mode?

1294
DF General Discussion / Re: LAWL
« on: May 18, 2008, 08:54:00 pm »
Someone got "the stupid forest of jerks" a while back. The RNG is pretty evil in its own way  :D

1295
Too close to the sun: Have a dwarf get killed by a giant eagle on the highest Z level your fortress allows.

1296
These are all good but every single one needs an either smartass or pun filled name  :D

Supercollider: Knock 5 creatures into each other, in a row.


1297
DF General Discussion / Re: Sims 3 programmers play dwarf fortress
« on: March 12, 2008, 09:29:00 pm »
Word of mouth is the best   :D

Now if only Toady would get around to the interface. Then I could bring in a few more converts.


1298
DF General Discussion / Re: Future of the Fortress
« on: September 18, 2007, 05:40:00 pm »
Is there anything that controls the viscosity of the blood?

I mean, thin watery blood would form a large puddle. Slime would form a sticky lump and wouldnt spread out unless stepped on.

[ September 18, 2007: Message edited by: Tamren ]


1299
DF General Discussion / Re: Future of the Fortress
« on: September 14, 2007, 12:43:00 am »
quote:
Originally posted by SwiftSpear:
<STRONG>
Ugg, no.  Such a creature would be impossibly to sensibly design the fort against.  It would make players incredibly paranoid to have to deal with them in addition to all the other forms of attacks.  FFS, stuff jumps out of your wells.</STRONG>

Not if we get magic to deal with such creatures.


1300
DF General Discussion / Re: Future of the Fortress
« on: September 11, 2007, 10:13:00 pm »
Heh imagine trying to retake a fortress flooded with acid.

Better yet, what if Toady added pockets of natural gas  :D, a big enough pocket could crack the mountain in half.


1301
DF General Discussion / Re: Future of the Fortress
« on: September 11, 2007, 01:33:00 pm »
quote:
Originally posted by TakiJap:
<STRONG>I'm not an expert, but I'm pretty certain that even if you could live and breath in magma, there still wouldn't be anything to breath. So logically Fire Imps shouldn't need to breath, that is, if they live in magma.</STRONG>

There are fish, REAL fish, that can live in pools of sulfuric acid, not only that but in deep caves with no sunlight. There are also these tiny arctic fish that use so little oxygen that the blood in thier bodies has no red colouration.

Obviously both found a way to survive in those places. Magma is a bit of a stretch, but i would think the major problem is to stop yourself from getting sucked under and swept away ala quicksand.


1302
DF General Discussion / Re: Future of the Fortress
« on: September 06, 2007, 04:28:00 pm »
Detailed cave in mechanics can wait, but is there anything in place right now that prevents us from doing ridiculous things? I mean like, hollowing out an entire mountain.

1303
DF General Discussion / Re: Future of the Fortress
« on: September 03, 2007, 06:47:00 pm »
Ah i guess i missed that. Thats great though, huge improvement  :D

1304
DF General Discussion / Re: Future of the Fortress
« on: September 03, 2007, 04:39:00 pm »
quote:
Originally posted by Felix the Cat:
<STRONG>Also note that the game already pathfinds for multi-tile "mobiles" when it determines if the human caravan's wagons can make it to the trade depot.</STRONG>

It does, but it is VERY limited. The intelligence in the system is pretty much set at "is there a path? okay USE IT!". It can not adapt in any way. If you make a road wider than 3 tiles, in this case 6 tiles. The wagons are not smart enough to direct fast wagons around slower ones. If something gets in front of a wagon, such as a mule, it will just stop, then move, then stop. This will happen over and over again. Toady said himself that the system needs work, but its not really a high priority rigth now.

At the very least we should be able to SET the path and perhaps even give it a direction. That way you could direct wagons to take a specific "loop" into and out of your fortress. If the path is interrupted they will walk to the path up until that point and wait for you to connect it. That way if the path had a drawbridge in it, and the bridge was up, the traders would come in and ask for passage instead of skipping your fortress as "unreachable".

[ September 03, 2007: Message edited by: Tamren ]


1305
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2007, 11:29:00 pm »
quote:
Originally posted by Vengeful Donut:
<STRONG>I have a question. If it was implemented, why would I use scaffolding instead of a stack of staircases?</STRONG>

Not sure what you mean, the stairway box or a set of actual permanent stairs? If you wanted something permanent scaffolding would not work. But if you just needed to get to an out of reach spot scaffolding would work much better.

If you compare the two, the scaffolding would be much easier to put up and take down.  The advantage the scaffolding has is that the frame, stairs, and bridges all use the same material. You would tell your carpenter to build you a set of "scaffolding poles". One set of poles can be used to make one cube of scaffolding. If you wanted to convert that cube into a staircase, you would add another set of scaffolding poles to that same cube.

If you wanted to make stairs out of stone, you would have to designate each as a seperate job and pick the materials used.

Additionally, once you are done with the scaffold you can tell dwarves to dissasemble the whole thing with ONE order, no matter how big or oddly shaped the scaffold is. When they are finished you are left with a large pile of scaffolding poles which are light and can be stored untill you need them again.


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