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Messages - Babylon

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511
DF Gameplay Questions / Re: Roads and Crutches
« on: January 07, 2012, 01:44:31 pm »
I don't think they still have a real purpose, especially now that wagons are gone.  You can use them to train architecture, prevent tree infestations, dispose of blocks and nice roads might give happy thoughts (im not sure).

You need a certain amount of road wealth to get the monarch to move in according to the nobles screen.

512
DF Suggestions / Re: Dear Toady...
« on: January 07, 2012, 01:12:51 pm »
I always found clothes to be too much micromanaging. Plus, naked dwarfs make for excellent fear-factor in your enemies.
That's cute and all, but for the naked dwarf issue to still be around after all this time is really annoying. Look at all the steps that can be involved in tailoring pants: Plant and grow pig tail from seeds, harvest it and process it into thread, dye it at the dyers, weave it into cloth at the loom, sew it into pants at the clothier's, and to be extra fancy, sew a leather or cloth image into them. That's a lot of care to put into a process which is completely pointless if your dwarfs are going to run around bare-bottomed anyway. It just seems like such a big deal to me that I'm very surprised it still hasn't been addressed.

So a little reminder isn't a terrible idea.

Wearing clothes also helps protect against forgotten beast extract.

513
DF Suggestions / Re: Small interface change that would help a lot.
« on: January 07, 2012, 01:01:49 pm »
this would be nice, or an option to hide all dead units.

514
I like all of these, as well as the celibacy giving unhappy thoughts one.  contaminants eventually drying up would be a wonderful addition.

515
DF Suggestions / Re: Technical suggestion - Fluids
« on: January 07, 2012, 12:46:56 pm »
No.

I chose 60th's for it divisibility, and for being close to a binary power, as 6 bits can easily store a range from 0 to 63, 70ths would have to be stored in 7 bits, while only using a tiny bit more than half the 0-127 range. the current 1-7 depth range is fairly meaningless, we may be used to referring to "7/7 magma" "1/7 water", but I don't see a compelling reason to keep it in that range. there is a reason there are 60 minutes in an hour, and 60 seconds in a minute; 60ths are actually very easy to work in.

it's 7 because that fits a byte perfectly.  0 means there is none.

60 sounds like a good amount.

516
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 06, 2012, 03:19:20 pm »
I want in.


517
burrow your chief medical dwarf in the hospital.  it makes a big difference.  Make sure he has a bed and food and booze in his burrow too.

518
Doesn't silk also show up as unspecified cloth?

519
DF Suggestions / Re: Space men
« on: January 06, 2012, 01:16:50 pm »
Of course it fits in, Armok could be a alien! They are Space men to us but they can be mythcal spirits or something like that in the game.

You mean like Fair Folk?

Gah. Modern pop-culture fairies with their friendly attitudes and such nonsense. I prefer fairies of the 'steal-your-children-and-ruin-your-crops' variety.

Goblins, in other words.

520
DF Dwarf Mode Discussion / Re: Dwarf Fortress: Old West or King Arthur?
« on: January 05, 2012, 09:35:48 pm »
   The issue here is that we don’t really see the ‘Mountainhomes’. All we see in Fortress mode are a group of Jamestown-esque settlers, motivated to move away from the presumed safety and comfort of home for who knows what reasons, trying to survive and thrive in an unsettled colony.

   Personally, though, I put DF to be roughly between 1000 and 1400 AD if we’re comparing it to our history. We might even be able to push it as far as 1600 AD, though beyond that you start seeing things like the proliferation of black powder weapons.

You are putting it in the age of steel, it doesn't really belong there.  Only dwarves have access to steel and it is kind of a super metal. 

521
DF Gameplay Questions / Re: Safe way to handle Forgotten Beast Extract?
« on: January 05, 2012, 04:01:23 pm »
You can also increase the chances of a tile being cleaned by placing a meeting area near/on the unclean tile.
That'll also greatly increase the chance of dwarves walking on it.

522
DF Gameplay Questions / Re: Advanced World Creation
« on: January 05, 2012, 03:58:02 pm »
How do you look at what age the world is in?

523
Seeing this added to the wiki would be nice, at least a link to it.  This is more helpful to me than what is there.

524
DF Dwarf Mode Discussion / Re: Dwarf Fortress: Old West or King Arthur?
« on: January 05, 2012, 02:22:43 pm »
My dwarven children seem to enjoy playing "Elf Chase".  The game plays when one child is chosen/volunteers, and the others chase that child down, and then mercilessly beat them to death with their bare fists.

The strangest part is, most volunteer for it...

Either way, I see it more bronze-age than anything.  We're going way back.

I'd say Iron age,  Roman Empire style.

525
DF Gameplay Questions / Re: How do i play this game
« on: January 05, 2012, 01:56:09 pm »
Personally, I think Boatmurdered is still relevant, even if it was for 40d (or older; not sure).  The basics of gameplay haven't really changed, just the details of how exactly the end results are achieved.  This means the trials and tribulations experienced in our flaming elephant infested flagship fort still lead to good info on what (not) to do in DF. :D

Boatmurdered was from before the game went 3d.  There's also some basic stuff that wasn't incorporated yet that can bite a new player in the foot, in particular grazing animals and ghosts.

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