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Messages - ScegfOd

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1
DF Gameplay Questions / Re: Gremlin duke demand?
« on: August 21, 2015, 02:20:46 pm »
execution tower

...OR, if he absorbs that noble spot, you could just let him be sad in his cage and keep your nobles screen slightly less filled :D

2
DF Gameplay Questions / Re: The material of a shield
« on: November 30, 2014, 01:24:52 pm »
I once fought a forgotten beast that spat balls of flaming fire and for some reason or other those burned my leather shields :'(
Lost most of my (poorly trained) military and a few civilian conscripts to that beasty...

3
DF Gameplay Questions / Re: Mandate bug?
« on: October 22, 2014, 12:01:21 am »
yes, a nice chamber on top of a magma garbage dump would make a nice tomb for him... (don't forget to engrave a slab for him)

4
DF Gameplay Questions / Re: Jewelers with a minecart addiction?
« on: October 21, 2014, 02:14:52 pm »
link stockpiles!
link the cut and uncut gem stockpiles.
then link the stockpile that only accepts what you want them to encrust xD

5
DF Gameplay Questions / Re: Q: Magma Sea/Adamantine on Surface?
« on: October 03, 2014, 04:45:57 pm »
It says this on both the new version, the 34.11, and 31.25 articles.
Not anymore it doesn't.
TY <3
also, this is why we shouldn't copy-paste EVERYTHING from the older parts of the wiki; the dorf humor sections are probably fine, but verify before you cp the older useful stuff >.>

6
I see, I guess I was wrong.
only for the native ores

7
DF Gameplay Questions / Re: Quarters for alternate fortress members
« on: August 29, 2014, 03:23:00 pm »
That is both hilarious and weird xD
Oh, and the correct quarters for any hostiles are either cages or walled off rooms.

8
Like the question said. Is it faster for a dwarf to run down (or up) a bunch of z-levels of up/down stairs than the same z-level distance in ramps?
technically it'd be exactly the same time to move in the Z direction, but as already mentioned the X,Y should matter.

9
Actually more like 'If you need to move in only the Z direction then no, but if you also need to move far laterally then yes"
of course having something besides a central staircase can be massively confusing, so there is that to consider as well.

10
DF Gameplay Questions / Re: Crossover
« on: August 28, 2014, 01:38:22 pm »
As for player races
Reskinning the classic dnd races is probably the best way to go.
DF already has dorfs, humans, elves dirty tree huggers, kobolds and animal people (like serpent-folk and cat-folk).
And while halflings may or may not make sense as surface dorfs (when did halflings get good livers?), orcs can definitely just be larger-than-usual goblins and the half-dudes can already happen 'cause humans exist.
Of course not all of those are under-the-earth aligned critters but there are many ways around that (more extensive reskinning, diplomatic/trade missions etc.)
iirc animal folk in DF are cave dwellers, so rat-folk, cat-folk, and serpent-folk should fit right in. Drow or Duergar might make sense. Does anyone want to play a Kobold?

11
DF Gameplay Questions / Re: Sieges: How long?
« on: August 20, 2014, 08:44:48 pm »
creatures that are members of your fort are trapavoid (incidentally, this can cause problems when you tame something and it becomes wild again...)

12
DF Gameplay Questions / Re: Circus Dwarficus?
« on: August 20, 2014, 08:42:21 pm »
You can mark everything forbidden and dumped, and then go into the z menu to simply unforbid all the weapons (caravans will mess up your stocks info though)

13
DF Gameplay Questions / Re: I have an issue with channeling
« on: August 20, 2014, 02:10:33 pm »
so...what went wrong?
What is this supposed to be/become?

14
DF Gameplay Questions / Re: Internal Refuse Dump
« on: August 19, 2014, 04:11:47 pm »
miasma doesn't spread diagonally so remember that when you make the dump access points.

15
DF Gameplay Questions / Re: Armor and Weapons *Surplus*
« on: July 23, 2014, 03:50:46 pm »
I think only soldiers will store the weapons and armor you assign them in weapon stands and armor racks (and getting them to do so is mutually exclusive with having them wear their equipment always...)
you could always build weapon traps for the weapons though.

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