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Topics - Uzu Bash

Pages: 1 ... 4 5 [6] 7
76
DF Gameplay Questions / catch small land animal
« on: November 17, 2010, 08:17:32 am »
I've had them trapped and tamed, but I don't yet see the purpose of this. The best use I've made of any of them is to hold a firefly in an artifact animal trap on display, which is admittedly not very useful. Is it possible to cook their meat, use their bones? What can I do with non-aquatic vermin, tamed or untamed?

77
DF Suggestions / stockpile resize, repaint, repeat
« on: November 16, 2010, 07:26:32 pm »
I could use five outgoing stockpiles in rough proportion to what I think other burrows need, so they don't completely plunder the producing burrow or rob the other receiving burrows. I may need to distinguish five more of different items, in different proportions, so the taking stockpiles aren't overcrowding some essentials with others. Currently, only one set of custom options is saved, so I'd only have to sift through configurations twice and just paint squares.

Unless I later needed another instance of the first set. After doing this many times, I'd have to take close reference of the original stockpile options and painstakingly switch them over. If the outgoing proportions just need tweaking, I couldn't resize the square, nor could I copy all settings to a different square and delete the original.

But why squares? Maybe I need to shove a workshop into tight space, but have a few empty tiles I can use through a nearby doorway, which may later need a door built into it. The same paint operations burrows use would add some helpful flexibility.

78
DF Dwarf Mode Discussion / thoughts and preferences overloaded
« on: November 15, 2010, 07:09:55 am »
I think that's what it is; I'm getting crashes on the status screen. Too many thoughts and preferences for the page? It's started since upgrading to .17, but I haven't read anyone else mention the issue.

79
DF Dwarf Mode Discussion / strange carcasses
« on: November 11, 2010, 12:41:19 pm »
I've got a body made of green glass that keeps popping up in refuse piles everywhere, and of course it's magma-proof, so unless I atomsmash it, it'll be a permanent fixture as the white elephant of the dead piles.

But before I do that, surely there's got to be something cool I can use it for. It's green glass, already made and since it lived at least a milenia, it's probably tough enough to be humanoid-shaped (or dwarfoid-shaped?)

80
DF Suggestions / sound fx templates
« on: November 11, 2010, 11:52:39 am »
No sounds planned? How about templates to enable players to add in their own fx sets? Sounds for dwarves beginning jobs, completing jobs, cancelling jobs, footsteps across the current focus area, dwarves partying, dwarves going any variety of moody or insane, the appearance of ambushes and thieves, arrival of beasts and sieges, monsters roaring their brags in adventurer mode, etc.

water running, wheels turning and mills grinding, animals bleating, ok I'll shut up now.

EDIT: fighting, sparring, dying, especially bodies impacting obstacles...I can't stop!

81
DF Dwarf Mode Discussion / bringing back the 'liaisons' in .16
« on: November 07, 2010, 09:53:40 pm »
There was a thread (that I would be able to find with a better forum search) about how to bring back the elven diplomat. It included some raw edits that would bring diplomats capable of establishing trade agreements from all races. Does anyone have the info in the thread, or just the title of the original thread?

82
DF Suggestions / goblin trade
« on: November 06, 2010, 06:12:14 pm »
If you're not actually at war with them, why not get a goblin caravans? Not that you could expect real peace from a culture founded on treachery, and it would give them an interesting new way to get your guard down. What'll it be this year, trade or raid? Both perhaps, when the siege gathers outside your walls and the caravan guard attack from the inside, or maybe target the dwarves who are specifically enemies of their civ.

They should bring goods that make them worth the risk, which is something that can be handled or mitigated with clever internal defenses. Naturally some players would pre-emptively slaughter them and take the goods, but that decision should be weighed against the loss of trades that are unique and difficult to pass up.

83
DF Gameplay Questions / lifeless cavern
« on: November 06, 2010, 04:18:01 pm »
The second cavern floor is covered in mud, but there's no life whatsoever; none of the trees or herbs that are growing in first and third cavern. I'd poured water down a passage I dug that direction, and much of it leaked out onto the floor there. There are caps and plants growing all along that passage, which goes the same depth as that floor and deeper, but still nothing is growing in the cavern that was drenched.

What would be the cause of this? Some kind of vermin? Toxic gasses or disease?

84
DF Dwarf Mode Discussion / substances
« on: November 06, 2010, 07:41:31 am »
Usually I buy every barrel possible, and find a way to empty it out if I don't need it. All that blood is worth the price for the barrels; gnomeblight is just a 1000 dollar barrel if you don't have gnomes, but might as well get it if you can afford it.

But now I've got a barrel of 'unknown creature substance' bought a few seasons ago. The dwarves won't move it from the Depot, and it occured to me that this might become a hazard on my floors if dumped. Then the humans brought me 'liquid'. How mysterious. And terse: "This is a stack of 10 liquid. That is all." Looks like a 10 dwarfbuck barrel to me, but again after the syndromes this place has seen, stuff like that probably shouldn't go underfoot.

85
DF Suggestions / tutorial workshop
« on: November 06, 2010, 07:31:58 am »
Buildable from nothing, or perhaps as a kit included with embark gear. Since newbies are likely to set it up exposed and in the open, could be buildable, removeable and moveable in no time. Basically it gives a list of one-time jobs that can be done from the moment they're available and all pre-reqs for them are met, with links from the job selection and active queue to a descriptive help file. Some of them actually set the job active for a dwarf to take, some are just a nudge to try it. Players can set the availability on or off in options or init file.

Instead of facing new players with a massive list of commands with a big database to research, this guides them through hands-on execution of every task, when they're most practical and necessary.

86
DF Gameplay Questions / shoe distribution
« on: November 03, 2010, 03:32:50 pm »
It seems that a lof of syndromes would be prevented by dwarves wearing shoes, so I've produced enough of them for everyone. Is there a gentler way to get them to take possession of them than by drafting everyone?

87
DF Suggestions / tourism industry
« on: November 03, 2010, 03:09:47 pm »
A friendly human hunter was watching the dwarves pave an obsidian road and I thought, "Come on in! Marvel in the splendor of our city! We've got friendly, ecstatic folks who are highly proud of the place!"

Hm. Business opportunity. Why export prepared meals when we can keep them to serve locally? Come on in, we'd be happy to serve you. You just need a passport (25 silver, includes entry fee) for unlimited travel (to be renewed bi-annually.) You can enjoy legendary dining in our cavern-rim cafe, delighting in the polished gold and gemstone walls scintillating through the waterfalls (please observe standard evacuation procedures during invasions.)

I suppose if we lose enough tourists to 'accidents', their homeland may respond with embargos, compensation demands, or military force.

88
DF Suggestions / successful abandonment
« on: November 03, 2010, 11:52:01 am »
Why not leave a succesful fort to graduate to autonomy and fend for itself? About the time it reaches x level of civic status, definitely when it develops an economy, would be a good time to let it go and seek out a new embark or new adventures. 'Losing is fun' but does that mean failure should be the only option? Why spite your own work when there's still mega and forgotten beasts to knock over your sandcastle after you've left the playground?

89
DF Dwarf Mode Discussion / platemail
« on: November 03, 2010, 01:13:35 am »
I've got enough sets to equip two units, but I'm kind of hesitant with their armor use skill; they're already pretty slow in chain. What's a good skill level to grauate them to plate? Should they wear it with chain or leather, or can they wear all three?

90
DF Suggestions / art values
« on: November 02, 2010, 03:45:49 am »
If a dwarf becomes so legendary that his works are included in the Legends, surely his pre-legendary engravings become more valuable. So even a peasant living in the old quarter where engravings were first started could have a goldmine in his room.

"And over here I have a Cog Lorizalus."
"Oh, I love Cog, let me see!"
"Well, that was one of his early engravings, before he got famous."
"Awesome!"
('I am getting laid.') "Do you want some more wine?"

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