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Messages - ricree

Pages: 1 ... 7 8 [9]
121
quote:
Originally posted by Zereth:
<STRONG>... and then die horribly.
</STRONG>

Isn't that pretty much their job?   :D


122
DF General Discussion / Re: Adding reason to the randomness of names
« on: August 18, 2006, 06:26:00 pm »
I'm guessing that the sparse updating comment was based on predictions for the future.  The update frequency at the moment is amazing, but it doesn't necessarily mean anything in the future.  More developers would help if someonething were to come up in Toady's life or if he started to get burnt out.  

That said, I can see why he wouldn't really to deal with the headaches that bringing in more people could involve.


123
DF General Discussion / Re: medical care
« on: August 18, 2006, 03:06:00 pm »
Honestly, FunkyWaltDogg probably has the right idea.  Caring for the injured dwarf is probably just going to get him well enough to go berzerk on the rest of your dwarves.

124
DF General Discussion / Re: Surviving a Seige
« on: August 18, 2006, 12:59:00 pm »
I was able to seal myself off well enough, I was just wondering if they would ever go away.  I was really needing wood.  It's not so much of an issue now, since I decided to try opening up the fort and fighting it out.  That didn't end up going well.

125
DF General Discussion / Surviving a Seige
« on: August 18, 2006, 12:03:00 pm »
When my fort is beseiged, is there any way to outlast the enemy, or are the pretty much there until I kill them?

126
DF General Discussion / Re: Fortifications
« on: August 18, 2006, 10:17:00 am »
It's in the help menu, but it's kind of burried.  Took me a while to find, and it wasn't soon enough to save my last fort  :(

127
DF General Discussion / Re: Fortifications
« on: August 18, 2006, 09:50:00 am »
Fortifications let your dwarves fire crossbows from behind them in relative safety.  They need to be constructed over detailed stone.

128
DF General Discussion / Re: year long tantrum
« on: August 16, 2006, 10:22:00 pm »
How about implementing some sort of intermediate state.  For example, you could have the dwarves decide to "sulk" if they get unhappy.  When this happens, the dwarves could stop working and actively attempt to do activities which improve their mood.  At some point they would snap out of it and go back to normal.  If conditions are bad enough that they can't find any comfort even when searching for it, then they would go to tantrum.

129
DF General Discussion / Re: non-random worlds
« on: November 06, 2006, 04:28:00 am »
How is the initial state generated?

 In the wikipedia article's pseudocode, it uses a 32 bit seed to create the initial state.


130
DF General Discussion / Re: Kobold Quest port status?
« on: August 14, 2007, 12:16:00 am »
What ever happened with this?  Everything seemed to be going fairly well from what I could see, but the thread seemed to spontaneously die.  Did someone dig too deep here?

131
DF General Discussion / Re: my small keep
« on: September 22, 2006, 04:10:00 pm »
Personally, I like 1x4 rooms.
1x3 is enough for the bed, cabinet, and coffer, but I like to leave an extra space for a door just in case I decide that an injured dwarf needs to be "put down."

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