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Messages - Buttery_Mess

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691
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 19, 2011, 07:05:32 am »
Wells truly are deathtraps. The one place you don't want contaminants is the one place dwarves insist on dragging blood into, drowning, and falling. I've finally managed to set up a well with flowing water and no contaminants, right next to the hospitals. Too bad nobody ever gets injured...

692
DF Community Games & Stories / Re: Boatmurdered - The Animation
« on: March 19, 2011, 06:42:12 am »
Yeah I've been resisting the temptation to necro this thread myself. Pretty eager for an update.

693
It occurs to me that you could move stones up or down vertically with a structure almost identical to a well. Don't think it'd be too difficult for Toady to Coady but it's pretty low priority for him atm, methinks.

I'd actually love automatons in the game that could be built by mechanics. It kind of stretches credulity though. Although, when I think about it... isn't it possible to mod them in? I might have to look into that.

694
I've got a population of over two hundred and about twenty idlers, mostly nobles and certain key personnel like doctors, and dedicated cleaners. Most of the are occupied in smelting every chunk of ore in my fort, digging for ore, smoothing or detailing, or engaged in combat training.

695
You can search for tiles with high drainage to get fewer murky pools; I think.

Classically, dwarves are portrayed as hating travel on the sea. They like steady stone floors, and hate the idea of standing on moving wood. That's not to say ships can't be dwarfy... the prospect of building steel magma powered vessels would be appealing to any dwarf.

696
DF Dwarf Mode Discussion / Re: An artifact mechanism. WHY!?
« on: March 18, 2011, 12:46:02 pm »
I squished my legendary mechanic under a bridge and have been lamenting it ever since (it was an accident). Artifact mechanisms are good, probably best used in a well or whatever. Masterful mechanisms produced by a legendary mechanic are the business. They make brilliant weapon traps that can devestate any invading force, not to mention their usefulness in the destruction of ampersands.

Training up a legendary mechanic is a pain, because you have to crank out so many inferior quality mechanisms. Mechanic moods are an Armoksend.

697
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 18, 2011, 12:38:14 pm »
The queen just turned up; my first mountainhome!

Things are going rather well now that I've got my magma forges and furnaces set up again.

The thing is, I want more sieges, but murdering the hapless elves and humans just seems like kind of a dick move.

698
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: March 17, 2011, 09:00:49 pm »
I'm having this really weird problem where, after lots of stockpiles had been flooded, dwarves seem unwilling to pick up ores or bars that had been moved or made wet or muddy or something due to the flood. The stockpile areas are dry now but they seem to think that the ores or bars don't exist or something, causing many job cancellations. I can't understand it. Has anyone else encountered this problem before?

Never mind, it was a washing pool blocking off pathing through the fortress.

699
Designated Constructions. Oh ARMOK YES PLEASE.


After that? Multithreading. Having a hex-core CPU does nothing if there is only threads running on one of my six cores.

I was going to mention that, but it seems like beating a dead horse. I kind of expect it to come in, eventually. I guess it depends more on the CPU market than anything.

700
DF Dwarf Mode Discussion / Re: Efficient Use of Adamantine
« on: March 17, 2011, 08:17:09 pm »
What happens when you meet a steel forgotton beast, eh?

Adamantine weapons. And armour. Making almost anything else out of adamantine is a waste. As weapons and armour, adamantine can do things nothing else can.

That said, I've been known to use it to make lovely wells, roads and such before. Roads are a good choice, because you can always unbuild them and reclaim the wafers you used. I made a few adamantine roads to hit the requirement for a capital.

701
DF Dwarf Mode Discussion / Re: Screen Snapshot of my fortress!
« on: March 17, 2011, 07:55:13 pm »
You guys have weird forts.

Here's a snap of my 'main level'

Spoiler (click to show/hide)

All my forts follow a basic design centred around 11x11 rooms. I experiment with variations on that theme.

I can't comprehend forts with higgledy piggledy corridors and varying rooms sizes. It makes it impossible to plan ahead or expand in an efficient way. But, most people don't seem to plan forts like me.

702
This thread is a top 10 thread for listing and discussing things we'd like to see in the game and/or things we expect to see in later versions, whether we like them or not, in Dwarf Fortress mode.

1. Schools

Seems natural that creches, schools, and colleges will make it into the game eventually. At least it'd be something to do with those low quality wooden chairs. It wouldn't be school without uncomfortable wooden chairs.

2. Ambient light

The game models ambient light and shadows, so it'd be dark underground (necessitating torches), and there'd be a day/night cycle, with shadows of the clouds playing over the ground. Possibly even long, directional shadows cast by things that move over the course of the day. (Note- sun dials would be possible.)

3. Fog/mist

Similar to ambient light, in a sense, fog or mist could make it into the game. Low level clouds, basically, and this same effect would be modelled at higher altitudes to make actual clouds.

4. Easy constructions

Eventually human towns will be a part of the game, similar to dwarf fortress. With humans building their towns on the surface, it seems likely to me that constructions will be tightened up and made similar to designations. You'd be able to 'dig the sky' so to speak.

5. Follow Dwarf Mode

A little thing that lets keeps the attention focussed on one dwarf, and lets you follow him around the fortress. That'd be nice.



Not sure if this is the right forum for this thread, couldn't think of a more appropriate one, and couldn't find any similar threads to necro.

703
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: March 17, 2011, 05:55:09 pm »
@Encased in burning member, where did you find that?

Also;

I called this 'chicksplosion.png'

Spoiler (click to show/hide)

It's tempting to forbid, say, three or four clutches of eggs. I wouldn't recommend it.

704
DF Suggestions / Re: Engravable Stone Blocks
« on: March 17, 2011, 04:37:39 pm »
I'd like to say that I think engraving blocks is a great idea.

It'd be nice if you could engrave a handful of specific things, like civilisation or group symbols. Why? Because I want to engrave my fort's symbol onto bars of soap, that's why!

705
DF Suggestions / Re: Baron Selection
« on: March 17, 2011, 04:34:54 pm »
Yeah it's a pain in the arse to open up another instance of DF and hunt around for a nice guy to be baron.

I like picking guys with families, which is also a long-winded task to find a nice guy with a family. I wish there were a way to list dwarves by social ties.

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