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DF Suggestions / Re: Tastes Like Sober
« on: July 07, 2012, 12:36:01 pm »
That's a slight disadvantage, but not too bad. It's not like half a century of alcoholism can be wiped out by a month of sobriety, anyway.
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One full grown pig, butchered is supposed to feed 100 humans. Couldn't it be said that one pig could feed more dwarfs, because of their smallness? 1 pig feeds maybe 200 dwarfs, on a full meal plan, and 400 on a starving emergency plan. This comment brought to you by the 'DF needs Drunken Weenies society'.Feed 100 humans for how long?
QbertEnhanced, when those alterations to time go into place, don't forget Animal Trap bait spoiling. Heck don't forget spoiling in and of itself. Right now I believe, meat rots too fast. It'll rot really fast when time is changed, I imagine. If the average cave temperature is 20-40 degrees F, how's food rotting so fast, I wanna know?What, over weeks or months or longer if properly protected? Given the lack of salting or smoking the meat as of yet, that might be too long. Unless we're currently abstracting that out, in which case it's still OK.
An [AGE_DEPENDANT:X:Y] tag would be awesome. Currently it takes way too much work if you wanted to do something like this.Holdon, what? You can kinda do this?
I think he wants something that simply refuses to die. Not something whose butchered bits decide to wriggle every once in a great beating Wyrm.Only a few butchered bits reanimate--bones and skin, mostly, and the latter can be stopped by simply tanning it.
So make a creature called Zombie make it so it has the token [NO_THOUGHT_CENTER_FOR_MOVEMENT] and [OPPOSED_TO_LIFE] make it stronger and slower. It would take like 5 minuts.This. Copy-Paste humans and do this. Replace NO_THOUGHT_CENTER_FOR_MOVEMENT with NOBLOOD, NOPAIN, NOBREATHE, and so forth if you want the typical zombie-killing method to work.
Yeah, stuff like this would be nice. I'm trying to think of non-marksdwarf situations where that would be useful...once reach and/or brakable weapons get implemented, I guess.QuoteAI/Combat: Backup weapons for marksdwarves
As the wiki states: "Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly." This seems exceptionally silly to me. I propose that the AI be modified so that if the dwarf has another weapon equipped alongside a crossbow, and they run out of ammo, they switch to the other weapon.
I'd like backup weapons to be generally implemented. This would restore the old .40d function of carrying a backup weapon in case your first one is dropped or stuck in an enemy, allow dwarves to switch if they discover that their primary weapon is ineffective against a foe, and most importantly, when combined with forgeable throwing weapons, allow me to build a force of dwarven legionnaires!