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Messages - TolyK

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9706
DF Suggestions / Re: tourism industry
« on: November 05, 2010, 05:04:57 pm »
would be nice if there was an option for infinite map... you start in one place but can send dwarves to "explore" outside the starting square and you could in theory make a giant detour (tunnel) through mountains that people would take. would require a toll mechanism though...

also a "tourist" zone (or "room" defined by/from a trade depot) where folks from nearby places would come in (and possibly, if impressed enough, might even join your civ/fortress/city) and a tavern where you could sell your dwarven whine direct instead of in barrels... make mugs more important, and get those coins stackable! the problem is that they unstack but don't stack. thus "store owned item" x230 is in order. Requires:
  • Some way to get folks from outside you place (including random dorfs from own and other civs)
  • Infinite map capability
  • Toll mechanism
  • New buildings (ala workshops):
    • Clothes/souvenir/etc. store
    • Mess hall/cafeteria/cafe/tavern/etc.
    • Tool booth/payment system
    • Other needed stuff
and voila! tourists ho!

9707
DF Suggestions / Re: Suggestions Forum Organization
« on: November 05, 2010, 04:32:35 pm »
for other latecomers:
the basic layout of the major ideas of this forum (most coherent and updated content, that is)

Code: [Select]
Ideas:
  • 1 idea per thread
  • Manditory tagline in thread name. ??
  • Allowed taglines in a stickied thread, you can add suggestions to it.
  • You must stay on-topic (duh)
  • You should search for threads with the same idea (duh)
  • Be clear an concise in explanation of idea
  • (add more that I missed)
Code: [Select]
Layout:FORUM
Fort Mode Discussion
(will not currently comment, not very clear)
Ideas and Suggestions
  • Graphics/UI
  • Jobs & Professions
  • Skills/Stats
  • Combat/Military
  • General gameplay
-OR-
(please note that these are examples)
  • Core Game Mechanics
    • AI
    • Tile Value Tracking
    • Other Value Tracking
    • User Setting Preferences
    • Other
    • (etc.)
  • Variety/Flavor
    • Politics (in-game!)
    • Economy
    • Creatures & Plants (a.k.a. living things)
    • Items
    • Workshops and Rooms
    • Custom Labors
    • Worldgen
    • Other
    • (etc.)
  • Main Concerns
    • Improved Farming
    • Military
    • Healthcare
    • Other
      • Percieved-as-bug
      • Whining
      • Other other stuff
    • (etc.)
Mods
  • Graphics/tilesets
  • Content mods
  • Utilities/Visualisers

Sources:
Warning: In the spoilers lie the actual posts.
Rule set:
<text>
Spoiler (click to show/hide)
<text>
Spoiler (click to show/hide)
<text>
Spoiler (click to show/hide)

ta-da.

9708
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: November 05, 2010, 03:24:48 pm »
could someone please clue me in to what the hell is going on?  :-[

9709
DF Dwarf Mode Discussion / Re: Creature reactions
« on: November 05, 2010, 03:06:58 pm »
i think so... why not check  ;)

9710
DF Dwarf Mode Discussion / Re: Falling Objects deal damage?
« on: November 05, 2010, 03:00:46 pm »
how about constructed floors and walls falling? I've done that... and I've had deaths. uh...

9711
DF Dwarf Mode Discussion / Re: Killing Clowns
« on: November 05, 2010, 01:31:24 pm »
Code: [Select]
# ######
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#XXXXXXX #
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# XXXXXXX#
#

...

###XXXX###
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...

###XXXX###
     ^
   [|]
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(# wall X fortification the odd thing ballista)

and why not give the clowns some skeletal elephants to preform on?  :o

9712
hehehe

I abandon at 2 fps. I start out with ~20.

 :D :) :( :o ??? ::) :-[ :-\ :-X :'(

9713
DF Dwarf Mode Discussion / Re: Game of Life dwarfputing megaproject
« on: November 05, 2010, 12:56:20 pm »
I salute to you, both OP (mostly) and the 3 guys before me.

9714
Dear Urist McLeverpuller

I know which lever I told you to pull. Now move your ass over there and pull the damn lever!

Sincerely,
<Doctor, you are wanted on the red phone>
(Oh shit...)

9715
DF Dwarf Mode Discussion / Re: What will you do with moving fortress parts?
« on: November 05, 2010, 12:48:19 pm »
I shall make many things... dwarven MechWarrior-like things, a boat fortress, numerous ingenious methods of goblin confusion and extermination. and automatic watering systems... I kinda wish that farms would require water every year when that comes...

beforeedit: and the stuff right above.

9716
DF Dwarf Mode Discussion / Re: objects pushed by water pressure
« on: November 05, 2010, 12:42:35 pm »
kool, thanks! this will help me clean up that succession game fort I've been working on... (k is betta!)

9717
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 05, 2010, 03:19:36 am »
So, if I for instance see one of my dwarfs take over a Craftsdwarf's workshop, and see him having a bar of platinum there, can I forbid it to save the precious bar, without affecting the dwarf's mood? (of course the bar won't be used...)
the better bar the more the artifact is worth! but if you forbid it I think he will go crazy...

anyways in my succession game fort I just made a giant system of goblin-proofing, including ballistas, gobbo-grinders, and a flooder. fun times.
Had a metalsmith go fey and create a fantastic silver throne. The main decoration? A picture of the dwarven liason rising to his position 16 years ago. I can only assume it's in honor of his year-long vigil for the unconscious expedition leader who could not starve. What makes this interesting is the metalsmith is a recent migrant, so somehow the liason's story has become legend back at the Mountainhome.

That, or he thought it was hilarious and is rubbing the fort's misfortunes in everyone's face. Wouldn't put it past a dwarf. (:
lulz

Datan Stukosrodem Tosidstakud Kulet, Leatherworker, has created a Ram Nilum, forgotten beast backpack!

Well...okay.
forgotten beast leather? how much is it worth?

9718
to last poster: that could work...

to OP and the grinder idea: I have added this to my (actually succession game) fort with a fairly large zone around it that is channeled out (that I can flood with water) as an alternate entrance, and it seems to work fine enough. I also added an "escape tunnel" to the surface for dwarfs with surface jobs (2 pressure plates connected to a hatch, like this:
Code: [Select]
#####
#hXX
#>###
###
but I got 1 case of "Urist McThirsty cancels drink: interrupted by goblin axeman" (who my millitary easily put out) and I just forbid the doors going to there. But still... (note: no sieges yet, only shitloads of ambushes... plus lots of caged snatchers...)

Would replacing the hatches with bridges work?

btw I've got a goblin that is spiked through almost all his body parts and another with water-filled lungs in the drowning pit below  :D

9719
DF Gameplay Questions / Re: best way to re-injure dwarves
« on: November 04, 2010, 09:47:44 am »
temporary flooding? nope.
magma? nope.
upright weapon? nope.
CONSTRUCTED ceiling falling next to them? yep. it's safer because it deconstructs before falling, leading to falling stone instead of hard floor. also generates shittons of smoke.

deconstructing bed might help...

9720
DF Gameplay Questions / Re: How long do goblins last?
« on: November 04, 2010, 09:43:53 am »
cage traps are great IMO though, fleshforge, just add weapons before and after them. also remember that the stupid goblins like to stay around their leader, if they're caged then they just stay around them...

if you don't want to atomsmash stuff, you can try dumping them into a long (~15 z-level) pit connected to a long hallway of traps, water, magma, whatever you want. i would prefer just making a 3x3 room at the bottom and digging a hallway (with fortifications. also add another entrance with a forbidden door) and put a catapult (ballista if you have enough logs and want to train your siege engineers too) and set it to "Fire at will". Profit.

plus gobbos are fun to play with. (wow that kinda sounds wrong...  :-X)

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