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Messages - Aquillion

Pages: 1 ... 108 109 [110] 111 112 ... 126
1636
DF General Discussion / Re: Leaving your fort running all the time...
« on: August 17, 2006, 08:37:00 pm »
You could also theoretically support your dwarves constantly through milking, I think, if you bred enough milkable creatures.  But there would be the problem of fey moods...  you need to be there to supply the things they request, and even aside from that, what if someone takes over an important workshop?  Its queue will be blanked when they're done with it no matter if they succeed or not.

1637
DF General Discussion / Re: Space Useage
« on: August 20, 2006, 06:54:00 pm »
quote:
Originally posted by The_Hawk:
<STRONG>Between the river and the chasm is where pretty much my entire fortress is, an avenue I pursued for defensive reasons.  It is a decision that has led to mixed results.</STRONG>
The problem with this is that, for the most part, you're likely to face nastier threats from the chasm and the river than you would from outside.

1638
DF General Discussion / Re: [REQUEST] Specify jobs to remain permanent
« on: August 20, 2006, 06:50:00 pm »
You can slap people with it.

...well, you can throw it at them, anyway.  In adventurer mode.


1639
DF General Discussion / Re: How to farm
« on: August 17, 2006, 07:48:00 pm »
quote:
Originally posted by Mechanoid:
<STRONG> Nor canals, but you definitely need a door to prevent flooding.</STRONG>
Not at all.  Look at the above layout...  water will not flow out of a canal unless a floodgate lets it out, and a flood won't flow back up the canal to get out of the room you put it in.  So, if the only way into or out of your farm is by walking on or flowing in the (empty) canal, you won't need a door.

Of course, it can't hurt to have one as a precaution...  Doors are cheap and should be placed everywhere.


1640
DF General Discussion / Re: Game Speed
« on: August 17, 2006, 08:47:00 pm »
quote:
Originally posted by Toady One:
<STRONG>It's mostly a problem during the first year.  I tried to stagger the sleep times a bit, since that ones particularly boring, but it doesn't seem to have been enough yet.  A speed up option is doable but might seem deceptive later in the game when the screen refreshes cease to be the bottleneck on many computers (my 2.59 anyway).</STRONG>
You could make dwarves less likely to go to sleep based on the percentage of dwarves currently sleeping.  It makes a certain sense...  someone has to keep the night watch.

1641
DF General Discussion / Re: growing random plants from seeds
« on: August 17, 2006, 02:23:00 am »
Dwarves cannot plant the 'outdoor' seeds that do not appear on your farms, no.  They're just good for cooking.

1642
DF General Discussion / Re: Iron
« on: August 18, 2006, 09:43:00 pm »
I think that we need the ability to make coins out of meat.

1643
DF General Discussion / Re: Wages
« on: August 20, 2006, 10:15:00 am »
I think that this sounds like another job for the Liberal Dwarf Squad!

Specifically, they need a new 'noble:' the Dwarven Union Leader.


1644
DF General Discussion / Re: My thoughts and suggestions
« on: August 20, 2006, 10:53:00 am »
Why not have the option to set any door as your main gate?

1645
DF General Discussion / Re: Adventure mode suggestion(s)
« on: August 18, 2006, 05:20:00 pm »
Hmm... will we be able to build secret doors in Fortress mode ala Dungeon Keeper?  They could be useful for slowing some enemies and hiding some objects, but presumably thiefy-type small clever enemies would sometimes be able to spot them...

1646
DF General Discussion / Re: Ultimate fortification?
« on: August 18, 2006, 02:34:00 am »
For the record...

You can get wood from mushrooms underground.  To do this, dig out a large area near the river, as large as you dare.  You don't need to worry about manually flooding this area; the river's natural floods will do.  Eventually mushrooms will start to grow in the resulting mud.  It takes about 3 years for one to reach maturity so you can harvest it, but once you have them going more will be reaching maturity every year.


1647
DF General Discussion / Re: Humans sure are slow traders
« on: August 20, 2006, 01:36:00 am »
...hey, I just realized something.

What happens if the humans can't leave?  Say, if you build an indoor trading post that requires going over a retractable bridge to reach, then retract the bridge?  Or, for that matter, if you just destroy the road and build a bunch of things that collectively block the humans from leaving?

...heeey.  That just gave me another, completely different idea.  Some shops have entire impassible sides and can be built outdoors.  You could use those shops to create walls against wild animals.


1648
Is it even possible to train undead?  I don't see why it would be.  Even if you feed them tasty, tasty brains while they're in the cage, they're still going to attack you when you let them out.

Maybe if you had access to magic or mysticism...  some sort of ancient Dwarven scriptures or runes or a Dwarven priest or somesuch...


1649
DF General Discussion / Re: Uppity commoners
« on: August 20, 2006, 01:41:00 am »
...as far as I can tell, you still get all the benefits for having them even if they die...

At least, my justice and manager screens didn't go away when the respective dwarves died.  They might've stopped updating and functioning, though; I didn't notice.

Well, the justice one would've, certainly, since there was nobody to administer justice...


1650
DF General Discussion / Re: Rubble
« on: August 17, 2006, 02:20:00 am »
I think we really need only one thing:  A 'clearing' job that has dwarves clear away rocks (or other items) that are in the way of construction, blocking major passages, and so forth by moving them to a stockpile.  Whenever a floor plan is dropped, any untagged items on the floor that would cause problems for it get clear jobs set on them...  Any items left in a doorway would get automatic clear jobs.  If too many dwarves walk over an item in a short time period and it's just lying on the floor outside of a stockpile, it could also get a clear job.

With this, stone wouldn't be such a big problem... dwarves would clean it up when it's in the way without having to worry about all the stone in distant mines.

I would really rather not see anything done that reduces the rock supply.  I don't know what other people are doing, but I've run out of rocks almost as often as I've run low on wood.  I've been forced to shave the front of the cliff and dig out large lines just to get enough rocks to keep going.

...I should mention that I have two craftsmen doing rock/wood crafts and one mason churning out doors, blocks, tables, thrones, and other items at all times.  And, also, I have covered huge portions of my fortress with rock-fall traps, built numerous rock bridges, and used rocks most of the workshops I produce.  But this is partially because I know I can always get more so easily...

I think you people just aren't taking advantage of the things you can do with rocks.  Rock-fall traps are a decent and easy defense; putting a coffer and a cabinet in each dwarf's room is going to be helpful later on. Putting a masterwork table and chair in each will help keep dwarves happy even more. Your halls should have rock doors everywhere, since they provide a little security, will protect you a bit against nasty things like floods and miasmas, and can be used to lock off insane or tantruming dwarves.


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