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Messages - GreatWyrmGold

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51646
Wyrm,  I scrolled up, and didn't see where I brought up corpses.  Was that me or you? 

-snip-
*rolls eyes, and points at title*
"Miasmic cheese farts" implies that the gas produced when dwarves eat cheese would be represented with miasma, which is the gas which rotting corpses and the like give off. Presumably, it is what smells bad.


More or less what I already said...

Quote from: me
Negative clothing thoughts are along the lines of the nobilic 'room quality' thoughts.  If you're naked and you see others who aren't, then it's a bad thought.  If you're wearing just a loincloth and you spot someone (not sufficiently higher-ranked than you, in your assessment) wearing a full ensemble, then you also get a bad thought.

Quite possibly, you also get good thoughts if you're the one clothed and observe one who isn't (or isn't quite so). [...]

I don't see anything wrong with them offsetting each other.  "Punished someone recently", or "had someone punished recently" is a good thought (albeit, in the latter, to offset the bad thought of whatever caused you to want them punished) is a good thought to one dorf where the receiving of the punishment is a bad thought to the other.

Don't forget that it's rarely the whole fort that simultaneously tantrums.  Some, indeed most, of your dorfs are probably quite happy, but one of them (who hasn't had a drink for a while, seen a hated fluffy wambler, had to sleep outside in the rain, and whose new-born child was used by his warrior-'maiden' spouse as a shield in a recent battle) breaks down and himself starts a chain of trouble which draws the spirits of the rest downwards.  The good thoughts received as counteraction to another dorf's bad thoughts might delay the clothed observer's decline a bit. but could easily be drawn into the downward-spiral eventually...
Perhaps, but the issue is that there is rarely a problem causing a big bad thought that affects only one dwarf. A baby dies? The mother gets a bad thought, the father gets a bad thought, the baby's siblings get bad thoughts, and that's assuming the baby has no friends and was the only casualty. A type of vermin a dwarf hates* is seen in a food stockpile? That type is probably also disliked by other nearby dwarves. Urist hasn't had a drink in a while? There's probably an alcohol shortage. And, perhaps aside from the potentially deadly consequences of sadness, this isn't too unrealistic. How many Americans can honestly claim to not be saddened by the course of our nation over these past few decades? I feel safe in guessing that they're in the minority.

*I believe that fluffy wamblers lack [VERMIN_HATEABLE], and will therefore not be hated by dwarves.

An important question, though: Why would dwarves be happy at the sight of other dwarves' nakedness? I can see some dwarves being big enough jerks that they don't care where they are as long as someone's lower, and those would certainly get good thoughts from seeing naked dwarves, but other dwarves would be sad that there is such poverty in the fort that people can't afford or obtain clothes, and most would be kinda disquieted by the nudity. I'd imagine that after a few years of nudity in a mild climate, dwarves would get used to it, but I can't imagine migrants or traders wanting to come to a completely nudist fortress.

51647
DF Suggestions / Re: Workshop Movers (Not-so-good idea)!
« on: June 04, 2012, 06:35:07 am »
Well-put, weenog.

And, mugglewump0, adding "Really good idea" to the title makes you look like...I dunno, like you're trying to force us into believing that a mediocre idea is really good.


About the actual suggestion: Why wouldn't haulers haul the stuff to the forge? It's kinda what haulers are for. And dwarves should take the thing that they are closest to at the tme they get to that reagent (as the ghost flies, so it's not perfect). How are your fortresses arranged, so that dwarves go miles out of their way to grab ores and fuel?

51648
DF Dwarf Mode Discussion / Re: Madness of the children
« on: June 03, 2012, 09:53:00 pm »
Make a new dining hall. You've probably got enough gold, platinum, and silver by now.

51649
DF Dwarf Mode Discussion / Re: pressure plates for defence unreliable
« on: June 03, 2012, 09:08:40 pm »
There was a "toilet trap" somewhere on the forums that could handle any creature that can be washed away by water.

Basically, you have a pressure plate linked to a hatch on either side, as well as an overhead hatch. Enemy steps on plate, hatches open so they can't move, and the water pours down from above and flushes them into the open space below. The hatches then close because no-one is standing on the plate.
Wow...I just need to place a refuse stockpile next to one of these traps...

51650
Well, Splint, I'm glad you survived.

51651
DF Dwarf Mode Discussion / Re: Building Blocks
« on: June 03, 2012, 05:57:30 pm »
It does.

Oh, and BTW: You can have blocks hauled via wheelbarrow using the same tricks as with stone. You just need to set the block stockpiles to use wheelbarrows.

51652
Dear Ten Militia Drudges of Gladgilt:

Kill the rutherer more efficiently, please.


ObeseHelmet, sir,

We're trainin'!  We've come to the 'clusion that weap'ns is fer wusses, and are trainin' up 'r fists o' doom! ... sir.

The Militia Drudges of Gladgilt

Actually they are just ten random haulers drafted into a spontaneous wrestler militia because I don't have a real militia yet.



...
I SEE THE PROBLEM.


Dear Splint,
I know this note's a bit late, seeing as I've already posted the update bearing the record of your idiocy, but still...why did you deconstruct part of the track, while still on the plant, and not move when someone started to push the cart down the track? Frankly, I'm impressed that you didn't fall to your death.

Sincerely,
GreatWyrmBrass, expedition leader of Zonnish Kukon.

51653
Oooooh, Corai is gonna be madder than a elf in a termite mound....

Mad as in angry, or mad as in crazy? If it's the latter, you already kinda are. If the former, please elaborate.

51654
Will you have them explore a dwarven fortress, or just adventure in a DF-style world with bronze colossi and such?
Either way, neat idea.

51655
DF Dwarf Mode Discussion / Re: What would you do?
« on: June 03, 2012, 12:34:38 pm »
Mod kobolds to be tameable. Capture the kobolds, by surrounding them with cage traps and aiming a cavein at somewhere where they aren't (or waiting for a thief). Tame the kobolds. Smile.

Or, wait until Runesmith updates, then just make them members of my fortress.

51656
DF Dwarf Mode Discussion / Re: pressure plates for defence unreliable
« on: June 03, 2012, 12:21:54 pm »
...Why wouldn't the dwarves move on the hatch?

51657
New Update!
Preview: Slugmen, Giant Slug Attack, Minecarts, Migrants, Mood.

-----

Another giant slug showed up. The mute one has expanded the cage traps--we have five now, located next to a couple of trees to slightly increase the chances of catching something. We intend to add walls soon. Sad that these things don't seem to be able to breed. Bigger shame that no one's tried to tame it past semi-wild.
At the start of Limestone, a cat gives birth. Gave. Whatever. Also, we started putting furniture in the dining room. Two tables, three chairs, more to be added. A dormitory has also been dug and is having some beds added. Blockadeswords is playing mechanic again-she really seems to look up to the mute one, except for the whole “chatty” thing.
A dog gave birth. Gives. Whatever. I then space out for a few weeks.
[I failed to note that the game was unpaused.]
A group of slug men showed up. A cat started playing with them.
The system I designed to drop wood down from the surface has been tested. The minecart has been whizzing over the little hole in the ground. To solve this, I am having the last track before the hole removed. Unfortunately, the memo was not received by everyone, and Splint was removing the track from on the track...
Thankfully, Splint was only bruised, and grabbed the edge of the big (failed) aquifer-piercing pit just in time to avoid splatting 20 feet below. As recompensation for this accident, I finally appointed her sheriff. She also requests a statue of herself to be erected in the dining hall; I agree to do so once the dining hall is more than four tables with four chairs around them in a big, empty, rough-hewn room. She agrees, and Shem makes the statue. It depicts her admiring a pack of giant hyenas.
Early in Sandstone, we strike native gold. All of this ore will make us rich if we can just find magma or something. A skilled metalcrafter would be nice, too.
On the ninth, the giant slug reverted to its wild state because no one decided that maybe they should work of taming it more. It made a brilliant choice to attack BerserkNINJA while he was working on making a cabinet. While this was going on, Shem worked on a minecart track, oblivious or uncaring to the massive beast trying to crush our militia. The slug received massive injuries, such as breaking and tearing its eyestalks and guts, and the rest of it, too, actually. BerserkNINJA actually killed the beast, with a strike to the head with his microcline mace. I sigh at the lost training opportunity and tell my fellow dwarves to butcher the beast. I also set up a temporary kitchen, just outside the new main food stockpile.
Right in the middle of autumn, we build a little bridge across the river. This gives us access to around one-quarter of the land allotted to us, but previously unreachable due to the lack of a ford around here.
Towards the end of Sandstone, migrants arrived.
The first was a skinny beekeeper, surnamed Ransackedsack, with a large family, including four children. She likes microcline, so she'll fit right in around here. She is calmly confident.
Her husband, a swordsdwarf/jewler/fishery worker (surname Plaitmansions), followed. He is like her wife: Skinny, calm, and confident under pressure, but he's a lot more active in finding pressure. I guess that adventurousness is why he became a swordsdwarf.
Next is Quilltorch, a fat, broad-nosed bone carver who happens to be Glovedtrumpet's younger brother (only 16, compared to Glovedtrumpet's 22).
Quilltorch's lovely young bride (19 years old! My, what things are coming to these days), a metalcrafter named Creedbell, is an ardent worshipper of Risen the Southern Luxuries, the god of wealth, trade, minerals, and jewels. She's confident and good under stress, but prefers to be alone and very introverted. She also has a cute little puppy, named Zon Woundinks, and a strong dislike of slugs.
The next migrant is Rampartpaddle's cousin, Morul Noblerock, the stoneworker and hunter who gets assigned to the post of Head Marksdwarf. She is married, and her thirteen-year-old introverted son, Laboredapex, is coming along. (I thought that 13 was old enough to do a man's worth, but Noblerock claims otherwise, so...not going to argue with her.) Noblerock is a bit creepy--she likes some kind of demon, impulsive, nervous and easily discourageable, likes spears, thinks giant peach-faced lovebirds have teeth, and worships Itsbar. Noblerock allegedly used to be a member of some cult, and got sent here for that.
Next is Gulleytowers, a bat-hating, contentious, boastful potter/beekeeper. She is married and has one son.
Her husband, Smithportent, is a reserved woodcrafter who dislikes authority and tradition. I don't like him at all, and in fact decide to make him the first to stay in our jail, once it's completed.
We now have 25 dwarves.

In the middle of the migrantwave, Townbud (recall, the lady who carved up some patient's bones, was sent here, and became a miner) withdrew from society. She claims a mason's workshop and gets to work. I wonder what she's making...

-----

Does anyone want to claim a dwarf? We've got around 20 unclaimed.
EDIT: Fixed an age.

51658
DF Dwarf Mode Discussion / Re: pressure plates for defence unreliable
« on: June 03, 2012, 10:38:34 am »
Not at all! If you like, you can build a repeater up in a tower and connect it to everything from your danger room to the clown grinder to the mechanism that drops boulders onto the elves to a clock.

51659
DF Suggestions / Re: Cemeteries
« on: June 03, 2012, 09:50:12 am »
I just realised why goblins attack dwarves: So they get a free funeral pyre! After all, traditional pyres require a lot of wood.

51660
DF Gameplay Questions / Re: Deceased List
« on: June 03, 2012, 09:30:06 am »
I'd prefer that certain units be remove able, but not be done so automatically.

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