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Messages - nanomage

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601
Curses / Re: [MOD] LCS Gen [v 0.9] - armors conceal guns properly
« on: January 10, 2012, 01:36:57 pm »
So much great seeing Deon to get his hands on this wonderful game too. I only can hope you'll make an equally great mod as you did for DF.
btw have you ever thought of localizing lcs into russian? I have myself, but I was always put off by sheer enormity of the game and the fact that I know not much about how things go in USA, so I most probably don't get all the references.

602
DF Suggestions / Re: Space men
« on: January 10, 2012, 04:41:46 am »
I don't like this idea because it look kind of, erm, ungrounded!
All those spacemen - where are they supposed to come from? If they are to be generated from thin air then it's a bad thing for DF i guess. No good having a world simulator generate something just because of some randomish numbers popped this way not the other.
We see DF is developing toward a more complete simulation, where even hostile armies will have to actually be recruited, armed and move their way toward your fortress in order to invade. And now this spaceship appearing just because it's 1326188499 UTC now? that seems to me like ruining the spirit of accurate simulation.

It would be different if their another world was to be generated and simulated as well, but then how would it be different (barring the names) from just nother region of the map(which is here already) or another magical dimension (which is planned)?

603
Am I missing something on how bread baking is supposed to work? I have several bags of cave wheat flour, but "bake bread" stays red and unusable.
Maybe some issues with the ame not recognizing the ingredients in bags or barrels.
try queuing an order through the manager screen, I seem to remember that worked for me. 

604
DF Suggestions / Re: Connecting Siege Engines to Triggers
« on: December 16, 2011, 01:10:15 am »
How about a vertically mounted ballista?

Send a Goblin to the Moon (DF worlds have a moon, right?, or multiple? proceedurally generated combinaions of moons/tides?)
They have no tides at all, so it looks like they have no moons neither suns yet. Apart from this, they have a ceiling some 12z-levels above, so cosmonautics has to wait.

605
DF Suggestions / Re: Textile industry: Idea for new type of cloth
« on: December 16, 2011, 12:55:13 am »
What do you think?

Hammer that Heretic!  No Way.

I'm against it on grounds of its close relationship to Amish Gangs.  Yes, there are Amish Gangs.  And yes, they bust in other Amish houses to do violence.  If a fella won't put a battery operated blinker on his buggy, he gets his beard trimmed, by the Amish Gang.  Against a triangle reflectors, in favor of square reflectors for there plainness?  Beard Trim.  Its a huge embarrassment in that subculture to have a hairless face, after marriage, anyways.  Too huge to bear in some cases.

While this sounds funny, beard woven clothing, is heresy.  I think the only use for dwarf hair should be in the fashion crafts.  Wigs, costumes, and of course the beard extensions for the ladies.  In no way should it go into clothing, or the prison system.  Trimmings should always be voluntary.  Its a disfigurement, and there is no place for that in the correction system. 

Unless its a hammering and we are short on bones for ammo.  But you know, using bones for ammo, dwarven bones anyway, seems unlucky.  Ya think that convicts bone is gonna shoot straight?  However I'd imagine, its no different than using hair.  I dunno.  Wouldn't it itch? 

It just all seems a bit twisted.  I could play with it, if forced to.

Sincerely,
Knutor
I disagree. I mean, yeah sure it's horrible and it's a disfigurement and many dwarves would prefer to kill themselves rather than live without beard, but so what? Let them drop to miserable, go insane and die, it's not a big deal. Dwarves die all the way, it's the way things go. Even if such horrible cruelty is not allowed into penitentiary system in most dwarven civs, i'd like to have villains and elves and magicians humilating dwarven bodies or prisoners in such a way.
Torture is fun, if not for ourselves then for other worldgen races. Now what's worse for a dwarf than slow-frying him after having broken all his limbs? Yeah sure, cut off his beard! I'm all for it, and i can't wait this happen, in fortresses and in worldgen.
As far as i know, chopping off body parts is already planned as a part of crime&punishment stuff. I wonder if removing beards is somewhere there, too.




606
DF Gameplay Questions / Re: Disposing of Prisoners?
« on: December 14, 2011, 08:06:50 am »
hairless goblin body produces usable bones after rotting. Now how do you remove head and limbs? That's easy - you drop goblins all the way down from surface to the -142 level, where your craftsdwarves reside!

607
DF Suggestions / Re: Textile industry: Idea for new type of cloth
« on: December 14, 2011, 03:22:51 am »
That really only requires a change to justice system on the dev's side - to introduce shearing as a form of punishment. Apart from that, dwarves can be made shearable in the raws.

EDIT: and after them having been made shearable, you can arrange the "justice" yourself with some micromanagement.

608
DF Gameplay Questions / Re: Not much metal?
« on: December 13, 2011, 03:07:01 pm »
I think it has not been already mentioned: you can just keep digging down and mine the blue stuff. It's always there if your embark is bigger than 2x2. It's usually there even with 2x2.

609
DF Gameplay Questions / Re: Turret help needed.
« on: November 28, 2011, 11:12:10 am »
if a building destroyer stands on an upward staircase, and directly above it there is a down staircase and a closed hatch cover, then it can't destroy the hatch. I think that's how it works.

Ohh! I understand. But would a Gobbo, with the tags that lets them open locked doors (forgot what it was called) would they still be able to open the hatches?

Gobs don't have those tags. If they did however, they'd be able to bypass the door I believe.
On the other hand, lockpicking tags don't allow to bypass door controlled by mechanisms.

610
DF Gameplay Questions / Re: Turret help needed.
« on: November 28, 2011, 08:06:13 am »
if a building destroyer stands on an upward staircase, and directly above it there is a down staircase and a closed hatch cover, then it can't destroy the hatch. I think that's how it works.

611
DF Gameplay Questions / Re: Turret help needed.
« on: November 28, 2011, 07:24:46 am »
about hatches - the thing is that noone can destroy the hatch cover from the z-level below it. That's due to pathing issues or something like that I suppose. Thus, the hatche covers can be used to confine building destroyers.

612
DF Gameplay Questions / Re: Turret help needed.
« on: November 28, 2011, 05:45:56 am »
With creatures that are not 2 building destroyers it is really jusr as simple as keeping them behind a tightly-closed door.
Invaders pathing to the door to smash it should not be a problem, because you can block the path with bridges or hatches when they get too close (hatches are indestructible from below).
Basically, preventing the turret creature from escaping and preventing the invaders from getting to it are different problems and they can be solved separately.

With dragons it's much more difficult, because you'd have to design a way to keep them confined behind fortifications while always having a valid path outside.

Also, i believe adding [IMMOBILE_LAND] tag would prevent any creature from moving on land at all.

613
DF Gameplay Questions / Re: Strange dwarf behavior in the circus [SPOILERS]
« on: November 18, 2011, 08:06:06 am »
That's strange for dwarves with no jobs to hang out in such a manner. Please double check that you really do have a defined accessible meeting area or if every dwarf has a personal room to hang in. If that doesn't help, mass enlist them either in army or in some popular labour, like smoothing a couple levels.

614
DF Gameplay Questions / Re: Understanding Aquifer
« on: November 18, 2011, 05:57:49 am »
sorry, double posted accidentally

615
DF Gameplay Questions / Re: Understanding Aquifer
« on: November 18, 2011, 05:56:21 am »
Yeah if you've got multiple layers of aquifier you'll want to make the plug big enough to carve out another plug out of that one to drop below into the second aquifier once you breach the first.
Multiple layers can be tricky though, if the plug ends up to small to breach through all of them it might be an idea to switch to pumping and walling for the last stretch.
That's not quite right.
The thing is you don't carve later plugs from the dropped former one. If you tried to do so, you would be unable to remove the aquifer layer tiles from below the first plug in order to drop it.
Instead, you drop rings of regressing size down, each subsequent ring being 4 tile narrower than the previous. I never actually tried this with more than 2 aquifer levels, but the potential is only limited by the width of your embark.
However, multiple-level aquifers are almost exclusively stone ones, and these are much easier to get trough, because they contain veins and they may be smoothed.
I'd recommend pump&vein method for multi-level stone aquifers.

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