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Messages - GreatWyrmGold

Pages: 1 ... 3459 3460 [3461] 3462 3463 ... 3706
51901
DF Dwarf Mode Discussion / Re: Boats
« on: May 19, 2012, 06:24:16 pm »
Once boats are implemented, a lot of people will be killing dwarves with them, just so they can say they boatmurered something.

51902
Dear Urist McRecruit,
Do I want to know why you brought a minecart full of mugs to your sparring match?

Dear Urist McPlanter,
Why do you keep complaining of a dearth of seeds? We've got dozens, at least.

Sincerely,
GWG, Ovrsr.

51903
Dear unknown spirit,
Since that bug where rollers accelerate all minecarts simultaneously was supposed to have been fixed, why is the minecart still accelerating every time the other one is sent on its merry way?
You killed a guineahen, I hope you're happy.
Sincerely,
GreatWyrmGold, Overseer.

(It was a fort from 0.34.08, in case it matters.)

Dear everyone,
You guys suck. Not only did you never unload the minecart sitting just south of the trade depot, leading to the death of one much greater than yourselves, you refused both to feed or water Urist McArmorerAndMason AND to move him to the new hospital, where there was a spare bed. The word "suck" does not begin to describe you guys. Did I mention that this is this fort's FIRST death, despite a few troglodyte attacks on sleeping dwarves and that troll the militi commnder picked a fight with a while back?
Sincerely,
GWG, Ovrsr.

Dear Urist McMilitiaCommander,
Why do you keep dodging out of the barracks?
Sincerely,
GWG, Ovrsr.

51904
DF Modding / Re: Random Animal Generator?
« on: May 19, 2012, 05:23:05 pm »
There was a random horse generator at one point. Not sure what happened to it.

51905
DF Modding / Re: Mining pick soldiers and recruit status
« on: May 19, 2012, 05:19:51 pm »
You could make "picks" that used, say, the lasher skill, but that would make them unable to mine.

51906
It's Saturday, anyways.

51907
DF Gameplay Questions / Re: But what are minecarts *for*?
« on: May 19, 2012, 04:50:36 pm »
Here's a system I have in my one fortress for moving wood: Big stockpile on the surface, minecart leading off stockpile, being dumped (via track stop) into a pit, pit leads into little wood stockpile, dwarves are supposed to take wood from little stockpile into medium stockpile next to carpenter's workshop. A similar system could probably be set up for sand.

51908
DF Suggestions / Re: Dwarven Interrogation, prisoners
« on: May 19, 2012, 04:40:44 pm »
It's not a demented power fantasy if you can't torture people just to prove how evil you are.
Dwarves find all sorts of torture unthinkable.

so we can get them to lead them to treasure. and also to attack there bases or ambush the ambushes.
Once we can send out parties to attack bases/ambush ambushes, that'd be useful. I doubt that any treasure the goblins tell you about would actually exist, but it'd be cool if they said there was treasure somewhere, to get out of trouble. Especially if there was occasionally treasure of some sort in those locations...

51909
DF Suggestions / Re: Body Detail Suggestions
« on: May 19, 2012, 04:32:02 pm »
That's an amusing image.

51910
Kohaku: Again, I can see this being useful in those situations you need to count past one (e.g. when working with channels). And I never said I agreed with the idea.

SuicideJunkie: The marking-outlines-then-floodfilling sounds VERY useful.

51911
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 19, 2012, 04:27:36 pm »
I dunno. The idea of soiley rubble appeals to me; rubble impeding movement appeals to me; unavoidable, movement-blocking rubble always occuring in the first few layers you dig through does not appeal to me, as it'd slow down mining out the beginning of a fortress (to say nothing of farms!) immensely.

51912
I don't see rearranging the raws as changing the game much. It'd just waste Toady's time.

I do agree that certain kinds of exotic materials should be worth more. Feather wood, giant (insert-donation-animal-here) stuff, beak dog leather, nether-cap wood...the list goes on. Exotic = cool. Cool ~= valuable.

51913
DF Suggestions / Re: Ballistae and Catapults
« on: May 19, 2012, 04:13:49 pm »
Plus something (accuracy?) to make it better than slinging a minecart at something.

51914
DF Suggestions / Re: quest refusal
« on: May 19, 2012, 04:05:39 pm »
For now, it'd be just the same to ignore a quest. We can bring this up once doing quests actually matters.

51915
DF Suggestions / Re: Wheelbarrows for Construction & More
« on: May 19, 2012, 04:03:39 pm »
I think it would be easier (for the player, at least) to be able to say, "Ten wheelbarrows will be reserved for building constructions" (or whatever) than having to say "This group of constructions can have five wheelbarrows be used for building them," every time you build a separate cluster of constructions. If you make more wheelbarrows later, you could increase the number reserved for constructions.

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