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Messages - Istrian

Pages: 1 ... 29 30 [31] 32 33 ... 45
451
DF Dwarf Mode Discussion / Re: Floating Fort?
« on: April 30, 2008, 03:57:00 pm »
A simple airlock would do. That would make the fortress look like a space rocket ready to be launched.

452
DF Dwarf Mode Discussion / Re: Take from Hauling and cover Sand floors
« on: April 30, 2008, 05:08:00 pm »
Using the <take> order requires that the source stockpile accepts what you need to be taken from it. So you should not disallow shells in your outdoors stockpile if you want your other stockpile to take them.

453
DF Dwarf Mode Discussion / Re: Challenge idea: Iron Chef
« on: April 28, 2008, 04:39:00 pm »
That's a... rather interesting idea. Sounds fun. But could be even more fun.

Instead of building 8 kitchens, start the game by building 7 independent fortresses above a chasm. Every year the fortress which does not reach an arbitrary goal gets collapsed into the chasm with everyone inside.

At the end of the 7th year, the last fortress is collapsed too (just because it's fun, and to erase all traces of that unethical experiment on live sentient creatures).


454
DF Dwarf Mode Discussion / Re: Secret build of wood and lead revealed:
« on: April 26, 2008, 07:34:00 am »
Now to find a Hammerer who can use it without exhausting himslef after the first strike.

455
DF Dwarf Mode Discussion / Re: Oasis Challenge
« on: April 23, 2008, 05:34:00 pm »
quote:
Originally posted by nerdpride:
<STRONG>Ooh, Egyptian Dwarves would be an interesting theme.  This looks to be more Arabic, but Egyptian Dwarves would get to do serious farming, quarry out rock for big structures, have a nice separation between the classes, and the like.</STRONG>

But there already is a natural separation between the classes. As in, those who go under a bridge, those who feed the leader's carp, those who go hunting gorillas bare-handed and half-naked, those who fail stupid mandates, those who give out stupid mandates... All dwarves are born unequals, but they all die equally painfully.

If I'm not mistaken oasises (oasii?) rely on seasonal farming, so it would make sense to be able to farm at least one season every year.


456
DF Dwarf Mode Discussion / Re: What does this mean?
« on: April 22, 2008, 05:39:00 am »
I noticed it also happens when you offer them less goods than you ask for. For instance, when asking for 20 stacks of plump helmets (100 plump helmets, that is), if you offer a single item they will refuse the trade (unless the item is much, much valuable than the stacks)

457
I remember someone had a similar problem with bituminous coal being recognized as gems. That was caused (I think) by a bad install. I suggest you reinstall DF.

458
DF Dwarf Mode Discussion / Re: Hobbit fort?
« on: November 15, 2007, 04:33:00 pm »
quote:
Originally posted by Angela Christine:
<STRONG>Apparently there was some strange mutation that caused their beards to slip down to their feet.  It could have been worse, they could have gotten stuck with neck beards.</STRONG>

Probably caused by pitchblende-mining.


459
DF Dwarf Mode Discussion / Re: If I leave my fortress...
« on: April 13, 2008, 03:25:00 am »
Collapse the floor under their feet (or the ceiling above their heads). Flood them. Ballista' them. I'm sure you can complete this list.

460
DF Dwarf Mode Discussion / Re: Rough Start
« on: April 03, 2008, 12:03:00 pm »
Let me get this straight. You have no food, no more animals, cannot farm, hunt safely (ha!), gather plants or fish ? Welcome to the fabulous world of Dwarf Fortress   :cool:  .

Whenever you get some water, try fishing. Check if there is any underground soil level (dig straight up and down). You might be able to last until the caravan, so you'd best mass produce crafts while you can.

Good luck, and remember : LOSING IS FUN (sometimes).


461
DF Dwarf Mode Discussion / Re: What would every fortress want?
« on: April 03, 2008, 09:42:00 am »
Temples : One for every god worshipped in your fortress. They are usually shaped after something a god represents.

City services buildings : A city hall complete with its own archives room and "Water Control Department".

Libraries : Yes, we don't have books nor bookshelves yet, so I just go with cabinets for the time being.

Guild HQ : In my forts, every profession has a guild and each guild member has an office in the guild (not that there are many guild members, since half my population are haulers. The building is built in an appropriate shape and place.


462
DF Dwarf Mode Discussion / Re: Most boring challenge game ever
« on: April 02, 2008, 01:58:00 pm »
Do they steal food from the caravans when starving, like in the 2D version ?

463
DF Dwarf Mode Discussion / Re: Where did the crazy little dude get zinc?
« on: September 10, 2007, 12:02:00 pm »
If, by this question, you mean : "how come one of my artifacts is made of zinc ?". Then check the wiki (subsection "materials", third paragraph).

[ September 10, 2007: Message edited by: Istrian ]


464
DF Dwarf Mode Discussion / Re: Strange engravings...
« on: September 10, 2007, 07:52:00 am »
Usually (I think), "withering" in engravings means that something has been in a lot of lava lately (literally). For instance, if you use a magma flood defense, you may see engravings of dwarves or goblins withering.

465
DF Dwarf Mode Discussion / Re: Are dwarves *really* that inept?
« on: September 10, 2007, 07:18:00 am »
From what I've seen in the videos, it should be possible to redirect a river in the next version; though I'm not sure how/if fluid mechanics will move the underwater artifact around (it could go out of the map boundary before you get a chance to recover it).

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