Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Slartibartfast

Pages: 1 ... 10 11 [12] 13 14 ... 44
166
quote:
Originally posted by Wolfius:
<STRONG>overwhelmed in the past by waves of immigrants.</STRONG>

quote:
Originally posted by Wolfius:
<STRONG>It's shallow, with a population cap of 20</STRONG>

Am I the only one that sees a problem here?


167
DF Dwarf Mode Discussion / Re: This dwarf has been up to no good.
« on: June 01, 2007, 08:38:00 am »
quote:
Originally posted by Jaqie Fox:
<STRONG>Then tell Heliopios, did you even read the post I responded to? basically calling someone a stupid f___... and somehow my post got your attention over that?</STRONG>

Yep, you are correct.
It was merely a matter of seeing your post last :X

168
DF Dwarf Mode Discussion / Re: This dwarf has been up to no good.
« on: June 01, 2007, 03:15:00 am »
quote:
Originally posted by Jaqie Fox:
<STRONG>
She, stupid!

And yes, Ravendas, you got it. I never thought men would not see the implication straight off.</STRONG>



That's because men don't use words like "seat" when thinking about rear-ends  :)

Also, no need for name-calling.
As the ol' bash.org quote goes:
<starry_eyed_surprise> why do girls have to have a pic to be proven female??
<Storm_Queen> Because this is the internet.
<Storm_Queen> Unless proven otherwise, you are a 50yr old man with a bucket of KFC in one hand and your penis in the other.


169
DF Dwarf Mode Discussion / Re: Ack! Worn masterwork clothing
« on: May 21, 2007, 02:47:00 pm »
quote:
Originally posted by herrbdog:
<STRONG>That's 2/3rd's of a pun... PU</STRONG>

"... Jerry, he come to me, he is like a broken man, like a half a man, a 'ME' if you will; He has no N anymore..."

170
DF Dwarf Mode Discussion / Re: Succesion game!
« on: June 01, 2007, 03:10:00 am »
No, start a new one instead!
I want to play a succession game, but not one with cheats  

171
DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: June 13, 2007, 02:46:00 am »
quote:
Originally posted by Reynard:
<STRONG>
The idea for me is to make a layout that doesn't involve watching dwarves climb over their furniture to reach their other furniture, which is why I'm so enthralled by the T-shaped 4 tile room for my paupers. The slightly spiraled aesthetics and statue plazas are important bonus side effects.</STRONG>

Hehe, how about this then:

code:

XXXXXXXXXXXXXXXX
               
XDXSXDXSXDXSXDXS
C cXC cXC cXC cX
XBXBXBXBXBXBXBXB
cXC cXC cXC cXC
XSXDXSXDXSXDXSXD
               
XXXXXXXXXXXXXXXX

X = unmined rock
D = door
C = cabinet
c = coffer
S = statue
 = mined rock


(Just as a random suggestion)


172
DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: June 12, 2007, 03:22:00 am »
quote:
Originally posted by Reynard:
<STRONG>...space efficiency. I call it the 3whirlpool....

  </STRONG>



Not that space efficient, only ~22% of the tiles are used for the actual housing.
With a complex like this:
code:

xxxxxxxxxxx x
x x x x x x x
x x x x x x x
x x x x x x x
x x x x x x x
x           x
x x x x x x x
x x x x x x x
x x x x x x x
x x x x x x x
xxxxxxxxxxxxx


~30% of the tiles are used for the actual housing. And it could easily be made more efficient, just tiling it should improve to ~40%

173
DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: May 21, 2007, 06:42:00 am »
quote:
Originally posted by Tamren:
<STRONG>Nobles tend to eat in thier own rooms in my experience. They grab a piece of food from the kitchen and trudge all the way to thier personal dining room.

What ive done recently is put a single square food stock pile in each dining room so the nobles eat from there instead.

The only problem with it is you have to customize each one so that it only provides prepared meals. Otherwise you get seeds and bones that clutter up the space and generate long distance hauling jobs.</STRONG>


What's the point though? It just makes some random hauler dwarf do the food-moving for them, and there really isn't a point in making nobles "waste" less time since they don't actually do anything in the first place.


174
DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: May 08, 2007, 03:21:00 pm »
Unless I'm feeling creative, my bedrooms will look something like this:
code:

X XXXXXXXX X
X D  BXXXX X
X XXXXB  D X
X D  BXXXX X
X XXXXB  D X
X D  BXXXX X
X XXXXB  D X
X D  BXXXX X
X XXXXXXXX X
X          X
XXXXXXXXXXXX


Or possibly like this:
code:

XXXXX XXXXXXXX XXXXX
XXXXX D  BXXXX D  BX
XB  D XXXXB  D XXXXX
XXXXX D  BXXXX D  BX
XB  D XXXXB  D XXXXX
XXXXX D  BXXXX D  BX
XB  D XXXXB  D XXXXX
XXXXX D  BXXXX D  BX
XB  D XXXXXXXX XXXXX
XXXXX          XXXXX
XXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXX

[ May 08, 2007: Message edited by: Slartibartfast ]


175
DF Dwarf Mode Discussion / Re: Smoothing Mud/Dirt Tiles
« on: May 07, 2007, 04:41:00 am »
I never ran into that problem, but I thought building a one-tile-bridge solved the problem.

176
quote:
Originally posted by herrbdog:
<STRONG>Nice tileset, btw. Oh, it's the one *I* made!</STRONG>

You don't get to brag until you make a functioning 16x16 tileset!

(Why? I don't know. <deity> said so.)


177
DF Dwarf Mode Discussion / Re: Of Wives, Husbands and Children
« on: May 02, 2007, 03:51:00 pm »
quote:
Originally posted by Sankis:
<STRONG>Meh. Maybe I'll just do a game in the most haunted territory I can find. Who needs trade with the humans and elves anyway.</STRONG>

No trade with humans and elves means no sieges from humans and elves. Two less ways for your fort to end  :(

178
DF Dwarf Mode Discussion / Re: Of Wives, Husbands and Children
« on: May 02, 2007, 03:46:00 pm »
quote:
Originally posted by Sankis:
<STRONG>It'd require a new world? I guess this idea is out then. Maybe i'll just limit the number of dwarves and allow more in slowly and pretend dwarves gave birth     ;)</STRONG>

Some changes require a new world, some don't. I'm not sure which changes are which, which is why I recommended the wiki.

However the original idea is probably not very feasible either way.


Also, bear in mind that while you can change the population cap midgame and it should work, I'm pretty sure that it just makes it so after your population is over the limit, no immigrations will arrive. You could still get an immigration of 20 that will carry you way over the limit.

[ May 02, 2007: Message edited by: Slartibartfast ]


179
DF Dwarf Mode Discussion / Re: Of Wives, Husbands and Children
« on: May 02, 2007, 03:40:00 pm »
Couples never form, so you need to start with a married couple if you want children. EDIT: to make sure I'm not confusing you here, couples can arrive married as immigrants, just that in your case you'd have to start with them married.
I'm pretty sure the starting seven won't start in a relationship (not sure though), however sometimes the metalsmith will arrive with a peasent spouse.

Editing the files is simple, but I'm pretty sure it would require generating a new world to take effect. (Try the wiki for more info)

[ May 02, 2007: Message edited by: Slartibartfast ]


180
quote:
Originally posted by Asehujiko:
<STRONG>I started a succesion game on this forum too
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000435

if anybody is interested.</STRONG>



No one wants to be a part of your cheating, evil ways |:<

[ May 10, 2007: Message edited by: Slartibartfast ]


Pages: 1 ... 10 11 [12] 13 14 ... 44