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Messages - tilly

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106
DF Dwarf Mode Discussion / Re: Today I have found a Chasm like area.
« on: February 21, 2012, 03:47:50 pm »
I will provide pics shortly

107
DF Dwarf Mode Discussion / Re: Today I have found a Chasm like area.
« on: February 21, 2012, 03:47:10 pm »
Yes 'they' I plan on putting in 80 dwarves pulling a lever and letting the box fall into the world below. I have to hypothisis. 1 they will fly out the roof and die horrible deaths or 2 I will have made the first dwarven elevator that only works one way. :)

108
DF Dwarf Mode Discussion / Today I have found a Chasm like area.
« on: February 21, 2012, 03:34:34 pm »
Today I will be testing out dwarven physics. I will see if they will fly out of the (stonehouse like) enclosure I have made for them at the top of a chasm like place that stretches atleast 30 z levels. (As far as I can see but I know it goes deeper). I personally thinky they will fly out and fall into the chasm. If they don't I wonder what will happen to them? How long will it take for them to hit the bottom? Only time will tell!

109
DF Dwarf Mode Discussion / Re: disableing aquifers in the new release
« on: February 19, 2012, 03:24:04 am »
is this all done in the saved region folder or world gen?

110
DF Dwarf Mode Discussion / disableing aquifers in the new release
« on: February 19, 2012, 02:06:17 am »
anyone know how to do it? I cant find the tags for it anymore.

111
DF Dwarf Mode Discussion / Fortress design
« on: February 18, 2012, 12:15:12 am »
 Hello, people of the DF forum. Today I invite you to converse about fortress designs. Personally I always feel at odds with myself when beginning a new fortress and I hope to provide new players with some of DF's elite with some cool and interesting Ideas in fortress designs and concepts. I haven't seen anything like this in the forum and think it would be a fun topic so I do hope you will participate!

 First let me begin with saying how much I appreciate ToadOne's relentless effort to bring us a game of higher quality then any pumped out by the mainstream. Thanks Toady you're one in a million. I plan on donating to you as soon as I possibly can to support this amazing idea.

My first concept that I found to be very useful as a trap was to make a narrow hallway leading into the fort. Somewhere within this hallway I would channel out a good 10 levels and place bridge over top and cages around the bridge. This greatly reduces the chance something will get through. Even if they were able to pass through the cages and make it onward I'd retract the bridge reducing the numbers more. Bottle necking the enterence to my fortress complete with door was the last mode of defence. At this point there isnt ever more then 2 enemies and my army takes care of them.

Anywho, please feel free to share any kind of fortress design you would like. Things that work and things that don't are all great. Thanks!

112
DF Suggestions / Re: Hidden doors
« on: February 16, 2012, 11:56:07 am »
after thinking about it they might have to use a different kind of lever, but i think the rock mechanisms are a must.

113
DF Suggestions / Hidden doors
« on: February 16, 2012, 11:53:20 am »
Hi, just a quick suggestion. nothing too big or special but, I was in a fort and thought this might be a very cool idea for both adventure mode and dwarf mode. Say you have a room and somewhere in that room is a passage say leading to a treasure chest containing many of the forts old artifacts or other goods, maybe a tomb but, it is hidden by doors that look like walls. They use rock mechanisms and levers to open them. In adventure mode I think something like this may add some flavour to the new tombs and sewers or pyrimids.

114
DF Suggestions / Mouse support and stockpiles
« on: February 15, 2012, 09:09:59 am »
I know this has been brought up but, I feel as though it hasn't recieved enough attention. If Toady was to bring in more mouse support for Dwarf mode a lot of the user interface could be cleaned up. I think the main concern with this is the building of walls, floors and any other building function that requires UKHM keys to designate an area. Also, I believe there should be a way to take out planned structures this way instead of having to press the Q button wiggle the X cursor over to the specific wall tile and delete the project (could support both methods). So in short I would suggest slimming down how much keyboard use is nessessary with mouse support.

The other thing I had in mind was stock piles. Correct me if I'm wrong but, a stockpile tile will only hold one item on it at a time. I'd like to see these have either a static capacity of say, 10 things at once per tile or the tile can contain static volumes. I like the static volume idea because it would give a sense of how big a tile is but it would probably be more efficiant to have the static 10 items per tile. This is just to limit how much stockpile space is really needed. I just kind of get sick of having to watch a miner carve out a 20x20 stockpile room have it full of rocks and then have to have them all lugged out and then set up a stockpile only to find it may not be a big enough room later on.

Anyway, I'd like to hear your thoughts and opinions. Please, shoot.

115
DF General Discussion / The new release is out!
« on: February 15, 2012, 01:48:29 am »
Praise be to the mighty ToadyOne. Thank you so much for your continued efforts!

116
You can't rush a masterpiece. Let Toady take his time it's for the better. me personally I like to hear that him and scamps are having a great time and that things are comming along nicely. Toady is in noway ripping anyone off by delaying or striving for this release date. Personally I find this whole thread alittle unnerving, I mean here we have one guy programming a game all by himself and you go about it in this manner. I suppose on the positive side it just means your really excited but, I advise patiance on Toady's behalf for thats the only logical statement to be made.

117
DF Gameplay Questions / Re: Chasm
« on: February 03, 2012, 04:46:39 pm »
Do note that it is possible, using utilities such as dfhack, to create normal chasm tiles that swallow both items and creatures just like back in 40d - it's just that the game itself never places them on its own.

Yes.
And they can be created anywhere on the map, not just at the bottom z-level.
Use the dfhack tile tool.  The tile type is 35

Spoiler (click to show/hide)

Thanks guy, this helps out alot!

118
DF Suggestions / Re: Randomly Generated Holidays!
« on: February 02, 2012, 01:23:02 am »
I dont like this idea. I'd hate to be caught in a desperate situation where i needed 4 animals to be slaughtered at once and 4 barrels of ale on the double be inturupted by a holiday and the dwarves not get to it in time and all start starving and dieing.

119
DF Gameplay Questions / Re: Chasm
« on: February 02, 2012, 01:03:10 am »
Interesting I didn't know they were completely removed.  :( Kinda makes me sad.

120
DF Suggestions / Re: Military in DF 2010
« on: February 02, 2012, 12:45:09 am »
Thanks Knutor for the support you've shown. I hope Toady One considers this for maybe his next release. I recommend checking out 40D it has awesome military setup but its a tad buggy. In adventure mode fighting is unusually thrilling when you become an overpowered dwarf and fun happens. However it doesn't quite have as much content as 2010 which can be deturing.

 
Being able to assign a squad wide weapon would be nice, over having to tell each one to wield x weapon seperate.

Perhaps hide already assigned dorfs.

Uniforms are to assign squad wide weapons and armor. You can create custom Uniforms to use. Hiding already assigned dwarves would certainly help out with a few problems with the current military method.




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