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Messages - GreatWyrmGold

Pages: 1 ... 3325 3326 [3327] 3328 3329 ... 3706
49891
DF Gameplay Questions / Re: Stacking empty bags without quantum storage?
« on: August 18, 2012, 07:28:02 pm »
You could also have a one-tile-wide corridor leading to the sand-collecting room, with a pressure plate a few tiles from the end (where the sand is droped) that operates a hatch one z-level above the bottom. You need to add the hatch first, of course.
Or, if you feel dorfy:

Throw sand tiles down to the magma.

49892
I meant that there was probably already a suggestion or twelve for it...never mind.

49893
DF Gameplay Questions / Re: wheelbarrow and workshop
« on: August 18, 2012, 07:25:07 pm »
about the closest thing to making workshops use wheelbarrows that you can do is make a 1 tile stock pile (no room even for that?) that takes from links only and takes from your main pile, gives to the workshop in question, and give it one wheelbarrow (then have plenty of idle stone haulers to keep the 1 tile pile filled)

The stockpile would have to be at least 2 squares.  Otherwise, if it were 1 tile, a dwarf would move a wheelbarrow onto that square, and then the game would think the stockpile is full, and would never generate any move item jobs.
I'm pretty sure stockpiles get filled on wheelbarrow squares. It's happened to me.

49894
DF is immensely entertaining, particularly considering the game is only 34% through alpha, and it is also completely free.

Its on its 34th pre-release build. That doesn't mean its 34% complete. Game versions are just iterative sets, they aren't actually decimals.
If that's the case, it was released on its 21st pre-release build, the 33rd was never released, etc.
I'm pretty sure Toady explained that there are something like 100 basic goals he wants to achieve by DF 1.0, and each time another is added he adds another number to DF 0.X.?.

49895
DF Gameplay Questions / Re: 'Town' civilization?
« on: August 18, 2012, 07:22:50 pm »
What I do is make a fort, set up basic defenses, make a militia from migrants (I do this whenever migrants come), then dig down to find magma. And caverns, but that's mostly on accident.

49896
DF Gameplay Questions / Re: Hospital Not Working
« on: August 18, 2012, 07:21:33 pm »
Because dwarves are callous idiots. Or, rather, they do not have intelligence or compassion simulated yet.

49897
DF Gameplay Questions / Re: Can't Encrust Furniture
« on: August 18, 2012, 07:19:02 pm »
Where do you store said gems? Could a similar hauling problem be the case there--say, if all the gems are in a bin being hauled out to another gem?

49898
DF Gameplay Questions / Re: Stocks
« on: August 18, 2012, 07:16:44 pm »
Or DF read The Hitchhiker's Guide to the Galaxy. Or there's a lot of stuff marked for dumping or forbidding or something.

49899
DF Gameplay Questions / Re: Is it possible to learn DF all by myself?
« on: August 18, 2012, 07:15:41 pm »
I don't believe that he has contributed personally (i.e. actually edited any pages), however he has answered questions before of various subjects that then have the answers or quotes placed on the wiki for access by others.

I suddenly wonder how much of the code is comments to remind himself what the hell is going on.
Probably a large percentage of them.  :P
The raws seem to indicate that a fair portion is. Look at the CREATURE:DWARF entry. There's a lot of others, too, but the dwarf has most of the comments.

49900
DF Suggestions / Re: Procedurally generated image of each Dwarf's face.
« on: August 18, 2012, 07:13:28 pm »
Not to mention mods...he'd need some way to link up the picture with a raws file to make the face look like a dwarf's. Also, this isn't just a You chose to play a non-dwarven race, you deserve it," since Toady is intending to eventually let other races be played.

Indeed, but you'd concentrate on Dwarves first because they're the current playable race. When Elves and Humans and the like become playable then we could worry about them.
So, what would he do then? Draw a couple dozen or more pics per race and add tags to the raws saying which face to use when? Nah, just leave it out.

How abouts someone gets to the DFhack folks and asks them nicely if they can find the offsets for character descriptions?
Or maybe someone could find it in the savegame file?

If you guys get that far, I'd gladly make a view-a-dorf program.

Yeah.  It's easy after someone finds all the offsets.  And I agree with others that said this should be a fan-made project.   I'd rather not see Toady waste his time on it.  Although I suppose there's the off-chance Threetoe might be interested.
This. Although I'm not sure how good a programmer ThreeToe is.

49901
DF Suggestions / Re: Religion, Temples and Priests.
« on: August 18, 2012, 06:44:23 pm »
If you could set animals goblins nobles for sacrifice from the animals menu for spesific altars.

Fixed that for you.
You can't designate nobles from the animalsmenu.

Moving onto serious stuff...

Ah, but what about worship levels?

A more deceitful/uncaring dwarf could gain "levels" (dubious/normal/ardent) slower than more open and trusting dwarfs. Dwarfs who ardently worship a certain god would be more likely to receive miracles or "blessings" from them than a dubious worshipper. Even better, enemies have gods too, who also grant bonuses to them. Perhaps worship could even function like a skill - being possessed and completing an artifact instantly levels the possessee's worship level of the god most closely related to their artifact to the maximum (It menaces with spikes of wax [...] Ardim was associated with wax, love and revenge.), making them more eligible for miracles.
Dwarves should tend to gain faith faster if they agree with the teachings of the god--e.g, a deceitful dwarf would enjoy the company of the priests of Dorf!Loki, and would therefore become faithful to him/her faster than a normal dwarf would.

49902
Being bogged down in the mud wouldn't mean carp if the arrows weren't good at their job of piercing armor.

49903
DF Suggestions / Re: Runners
« on: August 18, 2012, 06:27:12 pm »
Well...
1. Once the player's role is better-defined, then we can start. Until then? No.
2. Once that happens, commands should be able to be given by any noble who can see a dwarf, and can be spread from dwarf to dwarf. These commands can be things like "Station Squad X here" or "There is an order to make 30 rock mugs, get on it ASAP." Once a dwarf who heard the message could, one would run to an appropriate dwarf and inform them. Once one, for instance, mason was informed, the job would be known to all; they put it up in the Mason's Guildhall or something. This just makes it easier.
3. Children can be runners. This makes them less useless.

49904
DF Suggestions / Re: Persuasion
« on: August 18, 2012, 06:24:05 pm »
Well...
1. Right now, there's not really anyone who doesn't want to send you on quests if they have any, and no reason for them not to do so.
2. Punishments for crimes don't exist, other than "No one talk to or deal with this guy!" and perhaps "Kill on sight!"
3. Better deals, maybe, but not free stuff unless you've earned it--say, slaying a dragon that's been slaughtering everyones' sheep.
4. Persuasion is already a skill, just with uses restricted to Fortress Mode.

49905
DF Suggestions / Re: Wrestlers should not throw each other in training.
« on: August 18, 2012, 06:21:42 pm »
No, dwarves should be hurting each other in ways OTHER than throwing. Or not throw in training, either way. Wrestling is the least lethal martial art a dwarf can learn for the battlefield, why is it the only one dwarves can hurt each other with while training?

Because they didn't put down soft mats for them to throw on.
Then other martial arts should also offer risk.

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