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Messages - Shinotsa

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661
A small contribution to the overall problem, but I generally have a few "nurses" burrowed in the hospital and some ajoining suites, set to only give food/water and retrieve wounded. It doesn't seem like much, but when you have all 20 hospital beds filled you'll be glad you have a 5-1 ratio of wounded to designated caretaker rather than 20-1 of wounded to doctor who's already busy.

I have a hauler profession in therapist that's set to masonry and hauling. All masons workshops are set to have the minimum skill as adequate or higher, thus the haulers are my labor force for building. I swear the goblins camped on the outskirts of the fortress have, on many occasions, awoken to find that the fortress had grown a new sniper tower, skyscraper, or had simply crept out toward them with a new color wall.

Another activity is having them make their own picks then using them for carving out a well defended path down to the caverns. I always have different checkpoints for each cavern carved many tiles wide and 2 z-levels high so that I can build fortifications for marksdwarves up top. I take my Forgotten Beasts seriously. Points if you carve a single, precarious bridge over a wide open area and have a fire-based FB and a necromancer duke it out on it. Of course the only logical ending is for the bridge to crumble and both of them to fall.

662
Bone weapons of any kind I generally give to a dwarf titled "Priest to Armok" who regularly executes stunned goblins dropped into my entertainment arena. Blood for the blood god and all that.

Also, artefacts that can burn will burn forever. Can be good or bad depending on how you decide to use it. But yeah, most just lie around and look pretty (or awful, like that donkey leather flute some guy posted about a few months back)

663
Pumps contain two pocket dimensions opened by a small electrical current, one at or near the point where water vapour separates into individual atoms, and the other near absolute zero. With water's properties being changed so quickly a great suction is created, driving water in one side and out the other at a rate capable of draining rivers. The byproduct of the transition into steam and back to a liquid is that the water is pure.

The more you know

664
DF Dwarf Mode Discussion / Re: Best. Megabeast. Ever.
« on: February 29, 2012, 12:45:33 pm »
So, are werebeasts the new eye teeth?

[ font=sarcasm] Eye teeth? Must be a bug. TO THE FORUMS!!! [ /font]

665
DF General Discussion / Re: What Would Urist Do?
« on: February 29, 2012, 12:42:44 pm »
Never have an unfortunate accident because the magma doesn't harm him anymore. Granted knowing how it usually goes with Samus, the upgrade will probably be given AFTER he's done some platforming or faced other such perils where the upgrade would have been helpful.

WWUD if he were locked in a room with a ‼Plump Helmet Man‼?

666
DF General Discussion / Re: Ffff. My fortress is doomed.
« on: February 29, 2012, 11:49:35 am »
This is a masterwork ‼mobile plump helmet roast‼ created by Armok. The ingredients are finely moulded plump helmets, diced magic, bent laws of physics, and finely minced malevolence.

I never know quite what to think about the little bastards when they're on fire. It's like trying to be impatient with soup. Sure you could try to eat it now, but you're going to have the skin on the roof of your mouth peeling off for days or that painful bit on your tongue where the bumps suddenly become incredibly noticable and annoying.

667
DF General Discussion / Re: Future of the Fortress
« on: February 29, 2012, 11:25:40 am »
Welp, curiosity is getting the better of me so it's time to slap this train back on the rails:

Will the improvements to mineral veins and the addition of mine maps have a major effect on worldgen in the number of metal items made? Will that then translate into a larger number of weapon/armor shops and a larger number of metal goods at the market? Will towns closer to major mines have more blacksmiths, miners, furnace operators, and shops containing the products of these jobs? Will there be warehouses full of iron ore/bars/goods in mining towns, or does worldgen space out items through trade too much to see that?

To occupy everyone else: Since the next release is a little ambiguous, what are you looking for from it and to what extent? I know the inn rewrite is going to include people in towns going to a tavern and drunks probably hanging around there more often, but do you think we'll have people praying at temples and farming in their fields during the day with seeds of whip vine and rope reed in their pockets? Or do you think it'll be more of a "meeting hall" framework that's set up just around the well or town square during the day?

Edit: Emphasis

668
DF General Discussion / Re: Future of the Fortress
« on: February 29, 2012, 09:03:31 am »
Whatever shows up, I'm sure the 3d veins are going to have a huge impact on fortress mode. Right now the bar cost for certain forged items seems high, but I think the whole purpose of this is to make it so that rather than having a 8 different kinds of ores on one map, you'll have 3-4 but a ton of them. Thus each fortress will have to specialize in making one type of metal or alloy which seems much more realistic. The only thing that needs to be changed in order for that to work is the importing system. Because if you only have silver, lead, and aluminum it gets rather hard to fend off goblin sieges with those meager 5 bars of top priority steel that the caravan brought after asking for wagonloads of it.

Of course I could be overthinking it completely and the game will stay similar, but being able to carve a multi-z-level meeting hall out of a gold vein is one of my hopes for it. Not sure how I feel about auto ore mining, but since I never thought about it and it'll (theoretically) be toggleable I've not really got an opinion.

669
DF Adventure Mode Discussion / Re: Funniest Names
« on: February 28, 2012, 12:38:41 pm »
The hamlet of squishydumplings nestled safely beneath the town of romancelanced. The Name Generator had a filthy mind that day

670
DF Dwarf Mode Discussion / Re: How Heavy/Dense is bone?
« on: February 27, 2012, 02:08:30 pm »
If I recall previous science threads bone is very light, poor at piercing armor, and (like leather) has the same properties regardless of the creature it came from. The only difference between butchering a cow and a cat is that the cow gives MORE bones, something that is probably a bad thing since larger animals wind up cluttering workshops the second the stack of 26 bones is brought into them.

671
DF Adventure Mode Discussion / Re: Adventures on Monster Island
« on: February 27, 2012, 01:39:57 pm »
Great thread, I'm really getting enjoyment out of it, your writing style, and your artwork.
On another note, I suppose his "Awe-Inspiring Distraction" is the reason Heather fell in love with him?

...
Aw crap, you DID warn us to keep our minds out of the refuse stockpile.

672
DF Dwarf Mode Discussion / Re: quick question about vampire justice
« on: February 27, 2012, 11:35:18 am »
In my last fortress I had a few vampires sentenced to various hammerings or jail sentences, but none were ever carried out. I had my baron (an immigrant that was apparently a high noble knight or something from the fact that he had both high military skills, social skills, and either organizer or record keeping) as every noble position excluding militia captain and the chief medical dwarf, but I don't think it was his duties that kept him from the hammering since a dwarf that broke a giant mantis' leg along with a few dwarven skulls during a tantrum was locked up in prison just fine. Had spare hammers and everything,  so I'm not sure what the problem was. Can't test anything since the fort crumbled to a dwarf-made undead horde.

As a side note you definately don't want your vampires to go insane. It gets annoying at about the fifth year of noticing that your beautifuly engraved and polished feasting hall, with gem windows and artifact statues, has a naked dwarf standing on the table babbling while doing unsavory things with the warm plump helmet pie.

673
DF Dwarf Mode Discussion / Re: Terrifying biome - really TERRIFYING.
« on: February 27, 2012, 11:23:17 am »
My current terrifying biome is just "misunderstood", I think. The fog causes minimal pain, the rain sometimes causes unconciousness, and there's been no undead. There doesn't even seem to be a resurrection interaction.

Is it called "The Peaks of Annoyance" or "The Plains of Inconvenience?" Maybe "The Forest of Impending Sniffles." You must have some germophobic Civs if THAT'S what they call a terrifying biome.

674
DF Dwarf Mode Discussion / Re: Artifact armor
« on: February 27, 2012, 11:06:40 am »
A bone artifact eh?
Too bad that necro's can't ressurect them as well.

Oh god... I just imagined a dwarf with a bear skull helm leading a charge against a necromancer. In the middle of his war cry it snaps shut.

675
DF Dwarf Mode Discussion / Re: Surplus of Military Dwarves?
« on: February 22, 2012, 01:42:52 pm »
Ive had the same problem but it's actually a nice fix to two problems. People complain about getting cheated out of training skills by getting legendary migrants, and about the military training too slow. Thus you get to train your own people while standing a fighting chance if your military kicks the bucket.

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