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Messages - GreatWyrmGold

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51586
Related to this, does frozen water atomsmash stuff inside it? I was under the impression it wouldn't.

However, I've had a hunter's corpse and his gear lying in a river for a few years now, as said river is at the bottom of a chasm, and I was waiting for my bridge-damming-river-at-flick-of-a-lever project to be done until I'd try to recover it (since it would be trivial to do so at that point).

Now, I think the river froze for the first time ever, despite the fort being several years old. Either that or I never noticed before, but this should be pretty obvious (temperature on the whole time). The biome is mostly/all warm, and it was frozen for less than a month, I think - a short time, anyway. And the source end never froze (about 40 tiles in length from map edge).

I was under the impression that the items and corpse would just get encased in ice, but apparently they either got atomsmashed (since they didn't reappear when the ice melted), or my dwarves were sneaky and stockpiled everything when I wasn't looking. Which shouldn't be possible either, since according to my understanding the items should have been encased in the ice, and I didn't dig it out. It also destroyed some other stuff lying in the river (a kobold corpse, vermin remains, etc.). So... any ideas?
Dig out the chunk of ice that the ranger was frozen in. That'll free his skeleton and gear. (Melting the ice won't work, for some reason. Or maybe it does, but leaves the items invisible like flow sometimes does.)

51587
DF Suggestions / Re: Add anthracite coal
« on: June 08, 2012, 08:16:14 am »
I've used graphite for coke on some maps, when i was desperate for fuel.
...Graphite is useable as coal?
In DF, I mean.

There's also sub-bituminous coal; bituminous coal could be bumped up to thirteen coke with sub-bituminous put at nine with anthracite at sixteen.
Where would that leave lignite? And possibly graphite?

51588
DF Suggestions / Re: Attach beehive to mechanism
« on: June 08, 2012, 08:08:37 am »
While it's a neat idea, it would imply that Toady will code every half-baked trap scheme in.
Maybe eventually, just after we can create traps that drop vials of goo on the goblins' heads.

51589
DF Suggestions / Re: Smooth & Engrave Wall - Different Skills
« on: June 08, 2012, 07:55:27 am »
Spoiler (click to show/hide)
Agreed. I would have posted more or less the same thing if no one else had (although I didn't think of the fortifications thing).

-snip-
I also support merging of some skills. At the very least there should be synergies (say effective skill = max {skill, max{similar skills}/5 }, so a legendary cheese maker would have automatic 3 in milking. Well, maybe 5 is too conservative, and 2 would be better, or between 2 and 5 depending how related the skills are)
Sensible. It would cut down on the number of completely useless migrants.
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* Crossbow-making should be split between carpentry and bone carving (but maybe keep the bowyer's workshop). If you even use marksdwarves, they usually get metal crossbows (made with weaponsmithing, which you want to train anyway). There is never need for enough wood / bone crossbows to justify having a bowyer. Arrows should be made at bowyer's workshop, tough.
"Never need for enough wood/bone crossbows to justify having a bowyer?" I heartily disagree. Making ammo should probably fall under bowyery, though.
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* Mining skill is useful for combat, but wood cutting isn't. I propose merging Wood cutting and Axedwarf.
Not sure about merging, but having heavy synergy between the two I could see.
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* Animal Care, Shearing, Bee Keeping and animal training
Also animal caretaking.
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* Trapping and small animal dissection are pretty useless.
Yeah, I guess. Trapping could be merged with hunting, perhaps, and small animal dissection (as well as fish dissection) could be merged with fish cleaning or butchery. Or maybe all four skills could be rolled into one.
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* Tanning might be merged with either butchery or leather working.
Probably leather working. Of course, since the tan hide reaction is in the raws, someone's going to point out that you can change it.
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* Wood burning merge with Furnace Operating
Seems reasonable, unless...
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* Soap making / lye making / potash making - these skills are not often used, and require separate workshops.
Probably lye- and potash-making should be rolled into one skill, possibly under either wood burning or soap making.
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* Milling, Pressing, Plant processing, Wax Working
Not sure about wax working (which might be similar enough to pottery without the fuel to justify moving the one wax-working reaction to pottery), but since the rest are just different ways of squishing stuff, it's sensible.
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* Plant Gathering and Farming
Makes sense. Usually, my planter is also an herbalist.
[quote[* Milking and Cheese making[/quote]
Makes sense.
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* Spinning and weaving and separate labour to collect webs.
Yes, makes sense. Maybe a new hauling labor (web gathering), or maybe just an extension of whichever hauing labor it is to haul woven thread.
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* Fishing, Fish Cleaning and fish dissection and prioritize fish cleaning over fishing.
Not sure about mixing fishing with the other two, but see above.
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* Blacksmithing, Metal Crafting
If carpentry and woodcrafting, or masonry and stonecrafting, are kept separate, so should blacksmithing and metalcrafting.
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* Gem Cutting and Gem setting - keep separate labours, but merge skills for easier training of jewellers
Maybe...
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* Wood crafting and Carpentry.
You left masonry and stonecrafting off. As long as those are separate, woodcrafting and carpentry should be too.
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* Pottery and Glazing
Sensible.
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* Siege engineering and Mechanics
Might require a broadening of what mechanics covers, but not by much. Sensible, overall.

51590
DF Suggestions / Re: More ways to kill in unarmed combat.
« on: June 08, 2012, 07:12:35 am »
Ideally, you'd then be able to pick and choose bits of each fighting style. If it wasn't an incoherant mess, you might teach your new style to others.

51591
I vote we use all Tier 1 and 2 FD races, all [TRAPAVOID] races, hellfire imps, and anything else tahujdt thinks sounds Fun.

51592
Hm...
Come my turn, I am going to f*&@ up the fort in oh, so many ways...

51593
DF Dwarf Mode Discussion / Re: New Stone/Block Interaction Question
« on: June 07, 2012, 10:09:17 pm »
My frustration is that while clay is effectively limitless it's still a pain to haul it from the collection site, to the stockpile, to the kilns
I solved this in Mazemerchants by putting the four kilns on either side of the clay stockpile, which was immediately adjacent to the five-tile fire-clay collection point.  When the stockpile filled, they kept gathering, and quantum stockpiling the stuff in the collection zone. *shrug*
That doesn't work so well if you use magma kilns.
Minecart quantum stockpiles. Hauling boulders: It's what minecarts are for.
The space under the shaft makes a great vampire disposal unit.

51594
Erm...huh? You can't build walls on bridges...I don't think I'm understanding you.

51595
DF Dwarf Mode Discussion / Re: an aura of what....?
« on: June 07, 2012, 10:05:07 pm »
Some titans are nice and friendly. In theory. This is an underimplemented feature, so friendly titans will try to kill all of your dwarves. Evidently they're friendlier to elves.

51596
DF Dwarf Mode Discussion / Re: help! monkeys keep coming to my base
« on: June 07, 2012, 09:59:33 pm »
Or 11 hunters. Hunters are better becasue they work autonamously and count as a civilian job, although worse becasue they require ammo and are...autonamous.

51597
DF Suggestions / Re: Zone Improvements
« on: June 07, 2012, 09:47:28 pm »
Daddy why are you buthering the kitten
Daddy look a monster
Daddy what happened to the siege operator's eyes

51598
So what's the downside?

^ Was a joke, but honestly, I can comprehend it, and it's arbitrary to say just the money in that sentence should be different but it's okay for everything else to be measured in Urists. Personally, I will continue to call units of currency Urists.
Personally, I'd prefer if we had separate units for each commonly-used measurement. We've got tiles for distance, levels for height, dwarfbucks for value, and urists are fine for temperature. We really don't have any other important units...well, I guess weight, but I think that that's kilograms...

Something needs to be done about the current clothing situation. What I would really like to see is a z + clothes screen to show you how many socks and other articles of clothing you have in a nice table format. Then it would be nice to have the ability to make orders to make up to say 200 socks or 200 trousers to keep the industry up and running. Currently its a guessing game and a hassle.
Maybe, for a simpler situation, some kind of indication on the z-stocks screen about the ownership status of clothes and other items. And then being able to appoint sub-managers once your population reaches 20 or so that, among other benifets, increase the max size of the job manager orders.

51599
DF Suggestions / Re: Learned Preferences
« on: June 07, 2012, 08:57:19 pm »
Stuff like this is coming up in the personality update.

I think this should mostly apply to consumables and maybe materials, but not so much creatures--I haven't ever seen a dinosaur, and I've seen lots of cats lately, but I still distrust cats and think dinosaurs are awesome. Also, it shouldn't be too easy to change prefs this way, for obvious reasons.

51600
First off...how do I put this?...A hoard of goblins is a bunch of goblins arranged into a big treasure pile.
Second off, I'd prefer to have access to the legendary weapons beforehand, usually. Hence my idea that you can choose what gear, etc, gets buried from a menu in the coffin. By default, it's just owned clothes and any gear they became attatched to or named, but artifacts they created, items they got kills with, gear they used, etc, would be addable.

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