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Messages - Lokum

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46
DF Gameplay Questions / Re: Starting Fortress
« on: September 11, 2007, 07:40:00 pm »
people say that war dogs are needed..I've never used one. Better off if you have a craftsdwarf make your 7 dwarves stone swords.

47
DF Gameplay Questions / Re: Light?
« on: September 06, 2007, 09:54:00 pm »
Ahh okay. I just found it awkward thinking. A human walks into a dwarf fortress and its just PURE BLACKNESS.

48
DF Gameplay Questions / Light?
« on: September 06, 2007, 09:23:00 pm »
...How is there any light for dwarves to see? Are they nocturnal? Perhaps like an LOS like in adventure mode but using torches in your cave.

49
DF Gameplay Questions / Re: What is a DF spear?
« on: September 05, 2007, 01:15:00 am »
A hoplites spear?

50
DF Gameplay Questions / Re: Bronze vs. Iron
« on: July 30, 2007, 01:16:00 am »
Into the context of Dwarf Fortress, Iron is much more superior.

1. Metal production should not be done until magma is reached (save the 1st steel bar)

2. Once you start you're metal production, iron is already readily available. Why have youre dwarves get 2 ores when they can just get iron?

3. In DF iron is stronger anyways, so why bother making the weaker stuff?

4. Making bronze in the beggining stages before a metal econ is up is useless. It wastes charcoal. And it wastes coal( if you have coal, you should have a metal econ) [Metal econ means Iron should be made].


51
DF Bug Reports / Re: Easily Offended Elves
« on: July 16, 2007, 02:17:00 am »
I just steal from the elves. Nothing bad happens and all you get might just bee a tree cut limit which usually is above 100 ( not as if you cut more than that ).

Best trading commidity is mugs>gold coins>weapons( hopefully you get a legendary weaponsmith and that solves every trading problem )


52
DF Bug Reports / Re: Raging elephant
« on: July 15, 2007, 07:58:00 pm »
I've had to deal with 60 elephants in my current fortress. My advice to you, skip the weapon traps and put in stone traps. Just a huge long line of stone traps with really good quality mechanisims.

53
DF Bug Reports / Re: Pickup Equipment Bug
« on: July 12, 2007, 12:05:00 pm »
try going 'unarmed'.

54
DF Suggestions / No damnit thats not for drinking!!!
« on: July 17, 2007, 02:57:00 pm »
Its happened atleast 30 times in my fortress. I order a lavish meal. A wine roast.

But as soon as my cook puts a barrel of wine into my kitchen my dwarves swarm in and drink it making it impossible for my cook to cook D:

Thats gotta be fixed D:


55
DF Suggestions / Re: Micro suggestions
« on: July 14, 2007, 03:11:00 am »
I agree. Even though usually jailed dwarves are in there just for 'hurting' a noble. ):

56
DF Suggestions / Re: Hospitals
« on: July 15, 2007, 02:56:00 am »
I wonder what the effect of replaceing all the arms of my wrestlers with maces and shortswords

57
DF Suggestions / Re: Hospitals
« on: July 14, 2007, 01:38:00 pm »
Why does everyone have to bring magic in the equation. Id just prefer regular doctors, the only silly thing would be the replacement of limbs with implants made from wood and metal.

58
DF Suggestions / Re: Hospitals
« on: July 14, 2007, 03:10:00 am »
Well yeah thats war surgery. This isnt war surgery. Its not for the purpose of gettin' troops either ready for death or back on the battle field, this is to get dwarves back working as soon as possible without killing them. Its not as if dwarves will be on the battlefield long enough that they can be rushed back and forth from a hospital to a battlefield.

59
DF Suggestions / Re: Hospitals
« on: July 14, 2007, 01:54:00 am »
But surgery isnt just a hack and slash job. It must be done accurately and percisly! Small tools are needed to get into the tightest spot and not some blade thats been hacking at trees. Obsidan would be okay too then.

60
DF Suggestions / Hospitals
« on: July 13, 2007, 10:30:00 pm »
Im getting really annoyed at all these injured dwarves doing nothing but causing trouble by being all deperessed so heres what I perpose.

'Doctor' Noble.

This noble comes and gives you access to the making of a 'Hospital Workshop'

The workshop enables the following

The production of bandaids, surigical equipment, the choice to do surgery. Also you have the choice of making implants for lost limbs and painkillers.

Surigical equipment would be all made of steel and is needed for doctors to operate on bleeding, mangled, and patients with lost limbs. Painkillers are made by willow ( aspirin ) logs + 3 crystal vails. Implants are made by 1 wood + 2 metal bars.

A new Labour option would be 'Doctor'. Health care labour is only good for bringing people into beds and giving them food and drink.

Doctor dwarves would be able to treat dwarves once their in a hospital zone ( designated by a bed'room' ). They can stop bleeding, replace lost limbs, mend broken limbs and ease pain.

The higher the skill level doctor the higher chance of the patient being properly treated, the time it takes to treat a patient and the time it takes a patient to recover.

With the hospital, dwarves who suffer from major injuries that are properly treated would only have to wait 2 weeks before being able to continue with their duties.

When having a doctor with a level of novice or below there is a possible chance that the patient might die during surgery.

Doctor dwarves when reaching the level of 'Doctor' can be activiated into becoming a full time doctor. Like how Fortress Gaurds are made. There must be a 1:20 ratio of doctors to dwarves or the Doctor Noble gets mad.

lastly, doctors are given the option of 'enthunaise'. When choosing this the patient dwarf will be killed painlessly. If you do it to a dwarf who is really badly injured, the doctors will probably not be sad. But doing it on a somewhat major or minor patient will cause the doctors to tantrum.


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