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Messages - GreatWyrmGold

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50221
DF Modding / Bay12 Space Program
« on: August 13, 2012, 05:41:19 pm »
As the first self-declared officer of the Bay12 Space Program, someone who posted there before it was cool, and someone who has noticed no one else has made one, I will spearhead a mod for Dwarf Fortress which will mimic the conditions we will face as settlers of the Final FrontierTM. Those who didn't know about the program can read the original, albeit derailed, thread here.

Right now, I'm looking for two things--talent and idea. In other words, what this mod is going to include and who is going to code it.

Ideas So Far:
Spoiler (click to show/hide)

50222
Whoo!...Where's the save, again?

I'll get started ASAP.

50223
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 13, 2012, 05:29:15 pm »
Where is the the lever that controls the drawbridge?  If I could just open that It'd already help immensely.
I can't remember making one in all honesty, I don't think it's ever been opened, you only need 4 stones to make a new one though:

1 for a mechanic workshop, 3 for mechanisms, 1 mech for the lever and 2 mech's for linkage
If it hadn't been made the bridge wouldn't be raised.  Thus there's a lever and I need to find it.
Eh, my bad, but either way I think you missed my primary point, make another lever.
I'd really rather not.  That'll make life absurdly confusing in the longrun.  I'd much rather just pull every lever around and see what they do :D

It's a personality test! See, I without fail would chose the option of de-constructing every lever and then building new ones as they were needed, using trial and error would never have occurred to me.
That's because the levers around here are linked up to deathtraps.

Locking is - 'q' to building, 'l' and 'o' for both locking from animals and sapients.

Forbidding door as a builting or item has no effect on passing!

Yep that's exactly what I did.  And further proof that I didn't do it wrong is that it indeed keeps Zombies locked in.  It's only dwarves that have the mysterious ability to walk through locked doors.

Spoiler (click to show/hide)

l to forbid passage of dwarves
o to forbid passage of pets
which results in a FORBIDDEN door austin.
That's odd, locking doors works for me. Are you sure it isn't, I dunno, a kobold thief or a buildingdestroyer or something?

50224
DF Suggestions / Re: Shelves
« on: August 13, 2012, 05:25:54 pm »
They can make shelves shorter than 5-6 feet? Or use ladders, like humans do when they make absurdly tall shelves?

Seriously, if a toddler can use shelves*, a dwarf can.
*Usually the take-stuff-off function, but that's probably more a question of motive than ability.

50225
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 13, 2012, 05:24:10 pm »
The biggest problem, mentioned on at least 90% and probably more like 136% of the previous threads, is pausing. What happens when one player designates, or saves, or needs to go away from the game to eat/sleep/work, or whatever?

50226
Technically, Granite (~March) would be the busy month.
Maybe X/month, X/season, X/year. Also, being able to select certain workshops as being manager-exempt would be useful.
Some of these advanced functions should probably require a bureaucracy of sorts--say, two manager-types and a bookkeeper for "make X Y, then Z Q, then V W, then repeat" or whatever (queuing job manager jobs in a certain order), at least 1/30 dwarves to do periodic job orders, or whatever. Also, these under- or secondary managers or whatever could do jobs orders alternately, meaning that the j-m screen doesn't turn useless when your manager goes on break.

50227
DF Suggestions / Re: Shelves
« on: August 13, 2012, 05:14:05 pm »
Hmm, could shelves be a little anachronistic? I don't remember seeing any medieval shelves in museums or castles or the likes, but I don't know much about historic furniture anyways.

... They're basically tables stacked on top of each other and nailed together. If dwarves can figure out windmills and drawbridges and screw pumps and inverted glass pyramids, I'm pretty sure stacking a couple tables up in a sturdy manner isn't beyond their abilities.
On the other hand, putting stuff on the top shelf is beyond their ability.
Dwarves may be stupid, but they're not THAT...
They're not SUPPOSED to be that stupid.

50228
First off, dwarves should NOT be doing this unless they can see the zombie chinchillas. And that might be justified--how would YOU react to seeing a dead little fluffy rodent, glaring at you with its rotten, beady eyes, big tears along its torso, hair faling out...creepy.

Dwarves not stopping their work when something can't get to them is planned, but until then imagine that it was a kobold archer or a dragon or a zombie giant eagle or something. Plenty of reason to run from those.

50229
Actually, go to stocks. You can forbid/claim/dump/melt/whatever all, say, iron swords or giant brown recluse spider silk socks or whatever. Being able to do so to all weapons or all footwear at once might be useful, but I doubt it.

Correct me if I'm wrong on this stuff.

50230
DF Suggestions / Re: Ancestors fit for dwarves!
« on: August 12, 2012, 08:58:17 am »
Well, sorry if I don't feel like spending a lot of time trying to find relations. It's not even like you can select just ANYONE to view relations--if the miner's parents are in the fortress, great; if not, too bad. And yes, it seems a bit silly to take 3-5 pages of notes just to construct a family tree for one (or maybe a few) dwarves. This is sad--not only is family history important to most dwarves in fiction, the new migrant system means most migrants have interesting families. If there's no easy way to look at a dwarf and realize that he had, say, a deceased king as a grandncle, you'd never be able to find this out. That would be a sad waste of DF's potential.

And "the ability to search for dwarves by name?" What?

50231
DF Dwarf Mode Discussion / Re: True Cavern Dwellers!
« on: August 12, 2012, 08:51:25 am »
The 1st cavern layer isn't much more dangerous than the surface; in fact, most consider it less so. Most cavern beasties are nonaggressive, and while you'll get the occasional GCS or cave croc, they're not much worse than the worst of the surface beasties. The worst are the FBs, and there are titans and dragons and stuff topside to help you deal with that stuff. The best part is, no sieges/ambushes/thieves.
Animalman tribes are Bad News. They probably outnumber your militia, and those blowdarts are coated in poison--possibly something nasty like GCS venom!

50232
Don't worry--this level of evil won't impede invaders that much, so they'll still be Fun. If that's not enough, build an aboveground fort with lots of skylights and windows.

50233
It takes a lot of work to sink a mine...

You only made one mistake: YOU ABANDONED A PERFECTLY GOOD FORTRESS.
HOW DARE YOU.

50234
DF Gameplay Questions / Re: Forest fires
« on: August 12, 2012, 08:21:04 am »
 :D
Also make an aboveground fort whilst doing this.

50235
DF Gameplay Questions / Re: Noble mandate fetishes
« on: August 12, 2012, 08:19:16 am »
No, he won't throw anyone in jail for destroying bucklers. Or trading them away, unless he's forbidden their export. I'd suggest trading them, if your military already has a buckler on each arm.

Nobles only mandate things they like, and they won't mandate by material anymore.

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