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April 23, 2024: Dwarf Fortress 50.13 has been released.
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DF Suggestions / Re: Recovering from melancholy, and elders idea
« on: October 06, 2007, 06:55:00 pm »DF Suggestions / Re: Old Caves
« on: October 06, 2007, 07:20:00 pm »DF Suggestions / Re: More interesting digging
« on: October 07, 2007, 07:09:00 am »"This dining hall is an abomination! We must open it up! Knock out this wall, and give me a set of crystal glass windows along that entire section there. We must allow this space to naturally interact with the curvature of the outside cavern... We must also knock out these supports, they block my view of the lava flows... Now, I want a multi-tiered layout here with a raised platform in the middle where we will put this abstract elven statue that... what's that rumbling noise?"
DF Suggestions / Re: More interesting digging
« on: October 06, 2007, 03:30:00 pm »Being able to shape rooms to make the roof and walls bear loads better was discussed a lot in a cavein thread which spoke of algorithms and the like. It didn't take into account different strengths for different types of stone though, something which I think really ought to happen. There currently isn't any difference between siltstone and gneiss except the name, which only causes annoyance, really.
DF Suggestions / Re: Totems
« on: October 07, 2007, 07:00:00 am »quote:
Originally posted by Savok:
<STRONG>Oh, those are spikes?Wow.</STRONG>
Spikes can be any size. Obviously the leather spikes that a rope reed mitten menaces with are going to be several sizes smaller than the iron spikes that a fortress menaces with.
I don't know about you guys, but with goblins around, I'd want my fortress menacing with spikes of iron...
DF Suggestions / Re: Totems
« on: October 06, 2007, 04:39:00 pm »
DF Suggestions / Re: Job priorities
« on: October 06, 2007, 06:44:00 pm »DF Suggestions / Re: Always-on (more complicated) traps
« on: October 15, 2007, 04:10:00 am »quote:
Originally posted by Faces of Mu:
<STRONG>I, too, would also like to see mechanisms that can be attached to normal furniture that can act like levers (like statues, chairs, chests, doors, chains, etc); things that are either activated when used or have a hidden switch or lever attached to them or inside them somewhere, like the chair in Indianna Jones, or the classic book in the bookshelf.
</STRONG>
We need that! I so desperately want special chairs for the nobles that have a trapdoor under them that open to a sixteen level drop into an oubilette. After a while the bone piles would add up so that the nobles would survive the fall, and be left with the horrible realisation that their predecessors have been systematically murdered over several generations, and that they're stuck in there...
DF Suggestions / Re: Always-on (more complicated) traps
« on: October 10, 2007, 04:00:00 am »quote:
Originally posted by JT:
<STRONG>If I can translate: "The universe is already broken, so we shouldn't bother trying to fix it"? ;-)
</STRONG>
I come across that attitude a lot. You get used to it eventually, which is sad.
DF Suggestions / Re: Always-on (more complicated) traps
« on: October 09, 2007, 02:43:00 am »Then again, these are the same people who go after infuriated elephants with the butts of their crossbows, so perhaps I shouldn't count on their instinct for self preservation... :p
DF Suggestions / Re: Underworld races...Go!
« on: October 05, 2007, 06:21:00 am »Anyway, I wanna play the ratmen.
DF Suggestions / Re: Thieft
« on: October 05, 2007, 06:29:00 am »What you need is a basecamp from where you can observe the fortress, prepare yourself, and stage the attack from.
You may also want a cache for the stolen goods and burglary gear as well. If you're found afterwards you'll have a much better chance of worming out of it if they don't find you with the stolen artifact on you.
DF Suggestions / Re: Dedicated to symbols
« on: October 25, 2007, 02:17:00 am »DF Suggestions / Re: Dedicated to symbols
« on: October 23, 2007, 03:45:00 am »quote:
Originally posted by Turgid Bolk:
<STRONG>Well, I usually see this after switching a dwarf to a different profession, or assigning immigrants. It really annoys me, too, and I hope it's handled differently in the new version.Anyway, here's a toast to Mike Mayday and his lovely ☼engravings of dwarves and dwarves☼. And here's hoping we'll be able to use them soon.</STRONG>
That's the same reason I see it. You have jewellers chopping wood, jewellers cutting stone, jewellers carrying things, jewellers working on the fields. Oh, and one or two jewellers actually cutting jewels.
By the way, shouldn't we name the "engraving" something like the hairy audacious brawn of flummery or something?