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Messages - mickel

Pages: 1 ... 37 38 [39] 40 41 ... 79
571
DF Suggestions / Re: Flaming Dwarves and Ponds
« on: October 06, 2007, 07:24:00 pm »
When dwarves become aware of fire, I believe putting fires out would be pretty high priority. I can even envision buckets of water at regular intervals, and perhaps the fortress guard, besides being a place to tuck useless cripples, would have the task of watching for fires and putting them out with those buckets.

572
DF Suggestions / Re: Recovering from melancholy, and elders idea
« on: October 06, 2007, 06:55:00 pm »
The psychologists were also largely the priests... They, incidentally, were usually also the wise old men... Once religions go in, we'll have our psychologists right there. Not to mention a really good tool to keep morale up high in the fortress.

573
DF Suggestions / Re: Old Caves
« on: October 06, 2007, 07:20:00 pm »
"This is a cave painting of a stick figure and stick figures. The stick figure is brandishing a stick. The stick figures are running."

574
DF Suggestions / Re: More interesting digging
« on: October 07, 2007, 07:09:00 am »
Or an architect noble walking around in black rope reed beret and polo sweater making strange demands on the fortress.

"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?"


575
DF Suggestions / Re: More interesting digging
« on: October 06, 2007, 03:30:00 pm »
As stated above, these have all been suggested many times. That doesn't make them any less good though. I think they bear reiterating, there's always something new that pops up.

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.


576
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...


577
DF Suggestions / Re: Totems
« on: October 06, 2007, 04:39:00 pm »
I've seen the bodies of my old adventurers impaled on spikes outside goblin fortresses. I want their skinny green asses on gibbets outside every human town from here to Armok.  :)

578
DF Suggestions / Re: Job priorities
« on: October 06, 2007, 06:44:00 pm »
I rather liked that system. And it's certainly better than no system at all...

579
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...


580
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.


581
DF Suggestions / Re: Always-on (more complicated) traps
« on: October 09, 2007, 02:43:00 am »
As long as the always-on traps are visible, as in the case of whirling blades of death, I doubt anyone would willingly blunder down that corridor.

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


582
DF Suggestions / Re: Underworld races...Go!
« on: October 05, 2007, 06:21:00 am »
Huzzah for pointy gnomes! Or was it pointy gnome hats?

Anyway, I wanna play the ratmen.


583
DF Suggestions / Re: Thieft
« on: October 05, 2007, 06:29:00 am »
Well, monkeys set up camp sometimes. You can tell by the strangely well fertilised areas around some trees... As for thieves raiding your fortress, I think they ought to set up camp nearby too, but before, not after. After all, you're not going to sneak into the fortress while carrying all your food, drink, blanket, tent, bandages, and myriad other things you need for trekking through the countryside but which is mostly going to be in the way when you stalk through underground passages. Similarly you're not going to carry whatever lockpicking and other burglary gear you need for the job openly on your way there.

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.


584
DF Suggestions / Re: Dedicated to symbols
« on: October 25, 2007, 02:17:00 am »
I absolutely love the hound. So cute!

585
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?  :)


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