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Messages - thegoatgod_pan

Pages: 1 ... 110 111 [112] 113 114 ... 134
1666
If it is a bug, it is a strange one, I think it would have been as notable as to come up first in everyone's mind, but generally the metal industry is not all that bugged.
So maybe its a bug but other possibilities first:
Maybe you have iron bars, but they are forbidden or designated for a task which has become suspended.
How did you order the job to be made directly through the workshop or through the manager screen--try both and see if one carries through
Do you have other things you might be using the iron for?
Do other metals work fine?
Sorry if it persists, seems like a tough break, although iron makes subpar weapons anyway ;)

1667
Danger rooms levels up fighting and weapon skills too, as spears are parried and swatted aside. Watch out: legendary dodger, fighter, armor user trolls are no good running around.

1668
The floorspace (looks like 2 tiles) separating your fortification from the edge seriously blocks line of sight. Move the fortifications and try again?

1669
DF Dwarf Mode Discussion / Re: What A Decision!
« on: May 15, 2011, 05:44:38 pm »
I love marksdwarf barons; they keep training, pull their weight in wartime while keeping safe and you can spend an afternoon making royal archery courses for them.

1670
DF Dwarf Mode Discussion / Re: Fort Ideas
« on: May 14, 2011, 03:55:02 pm »
While building is great, forts that experiment with game aspects can be so rewarding!  Explore ice, build a fort that uses a gauntlet of ice traps, as soon as one pathway is sealed by one trap going off, reroute to another hall of doom, towers out of ice are practically a necessity, bonus points for automatic reset system (would require magma).  Or explore the caverns, breed exotic caverns life into jabber and reacher armies, harvest plump helmet men and train antmen gladiators.  Capture and weaponize forgotten beasts. Just trying for something ridiculous and failing generally makes for an awesome fort

1671
DF Dwarf Mode Discussion / Re: Invisible "creature"?
« on: May 14, 2011, 11:20:23 am »
Some idiot dwarf probably got in the way just as the job was supposed to complete, so "creature blocking site", try again, paying attention if its the builder himself or something.

1672
Aquifer+freezing climate+patience= best ice traps set up in the world. Also, my personal favorite is using the drainage aspect to build really convenient dwarf baths, with no or almost no chance of accidental drowning, nor the danger of the f.b. contaminated shallow 3/7 cleaning pool killing all who walk through it.

p.s. consider the terrain-marring holes involved in getting through an aquifier as creative opportunities--they make great pyramid foundations, underground pastures and greenhouses.

1673
DF Dwarf Mode Discussion / Re: Coming back to game
« on: May 12, 2011, 07:05:58 pm »
Convert a cavern into a city, deep roads for caravans to exits via the underground should be a priority, as should a forgotten beast zoo.

1674
If the dwarf iis working, how is this bugged? If they aren't infected just leave them be, if they are make soap. Compared to how bad hospitals were two releases ago, injured dwarves ignoring non crippling injuries are nothin'

1675
DF Dwarf Mode Discussion / Re: Worst. Artifact. Ever.
« on: May 09, 2011, 10:59:07 pm »
Bucket artifacts are made to join a mechanism artifact and an artifact rope into making a well so awesome, your dwarves will can quit drinking booze and still feel ecstatic every time they get a drink of water.

1676
DF Dwarf Mode Discussion / Re: Boatmurdered in D&D
« on: May 07, 2011, 06:00:36 pm »
I imagine something like a dnd game set in boatmurdered as a city, from which the party doesn't ever leave, for some reason. Assume the chasm as it was is more like a 3-d cavern with an underdark connection.  Classes like soapmaker would probably work as skills or something, and give plot hooks to whoever is developing the story.
 It could totally work:
i.e. elephant attack, followed by quest to resolve tantrum spiral and help someone or other bury their dead before they decay, while there is a goblin ambush in progress. everyone levels up, gets a new axe or whatever, like any other dnd game.

1677
DF Dwarf Mode Discussion / Re: Boatmurdered in D&D
« on: May 07, 2011, 03:06:33 pm »
I think boatmurdered would make a great campaign-- race limitation dwarves, classes: rogue, fighter (maybe cleric). Don't make it a reclaim though, seven character, experiencing the fortress' history from beginning to end. 
Make most the party into fortress guard and some into random roguish craftsmen and hunters, even a random ambush can be an adventure for a low level party, and at high levels it could be like stopping epic legendary dwarves from flaming killing rampages.

1678
I'm fairly certain ranges don't ever work if there is a pit in the middle, even with ramps. I think they are rather useful myself, and only replaced by a collosus for consistent expert marksdwarf training.

1679
I really want clothing fixed, just because of what an awesome industry that would be if you could actually count on dwarves wearing the stuff you make. I would love to see a comeback of all of the philosophers, and other random nobles that used to appear in 40d (as I understand), as well as the dungeon master (though I do edit out the exotic tag)

1680
Or alternatively take a long scroll through the (j)obs menu, until you see a suspended bed order, then unsuspend it, but i do think its perfectly fine, only you have no furniture stockpile space, so its sitting there all forgotten.

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