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Messages - Silveron

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361
DF General Discussion / Re: Future of the Fortress
« on: July 29, 2007, 05:49:00 pm »
quote:
Originally posted by Baneslave:
<STRONG>

Well, you know that Toady has special developement tool (program, thing, cheat, whatever), which allows him to put every creature's speed to 1. This makes them superfast, so we can't be too sure how fast water or dwarwes are in videos.</STRONG>


We all have that power as well. Just a matter of knowing where to subract a few 0's in the raws.  ;) Though... it makes things far too easy imo.


362
DF General Discussion / Re: Future of the Fortress
« on: July 25, 2007, 06:54:00 am »
Hrm... he didnt mention scaffolds though. I wonder how many rocks/blocks it will take to rewall a tile.

363
DF General Discussion / Re: Future of the Fortress
« on: July 23, 2007, 11:22:00 am »
What I would like to be able to build are the rooms where two outerwalls move and squish everything to the middle. You can squish with bridges... but sometimes you just want to herd your victims.  :D

364
DF General Discussion / Re: Future of the Fortress
« on: June 18, 2007, 11:20:00 am »
quote:
Originally posted by Vinic:
<STRONG>I am fascinated by glacier.png. Does this mean we can start digging out forts in the ground anywhere?

I'm already starting to brainstorm tunneling lava and water channels underground to my many hidden ambush outposts, supplying my worthless hunters with a place to nap that won't result in surprise cougar alarm clocks.</STRONG>


Its been mentioned that yes, you'll be able to swiss cheese just about everything. Cave-ins are getting adjusted 'eventually' for varied materials. Also the water table might cause you some grief.

What strikes me as an important question... are ice ramps one way? > :)


365
DF General Discussion / Re: Future of the Fortress
« on: April 18, 2007, 06:59:00 am »
Those sound more like uses for firesnake oil.

366
DF General Discussion / Re: Future of the Fortress
« on: April 17, 2007, 06:55:00 am »
Anticheese, you need a dwarf with trapping enabled to build the traps. Its not carpentry at all even though it uses the carpentry shop. <shrugs>

367
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2007, 10:47:00 pm »
quote:
Originally posted by berent:
<STRONG>What if the water supply was polluted and not potable? seems in a swamp this would be likely.</STRONG>

The still picks up a secondary job:
Purify Water

Then you can get drinking water if you are totally out of booze components/freezing map/etc.


368
DF General Discussion / Re: Future of the Fortress
« on: April 16, 2007, 11:19:00 am »
quote:
Originally posted by Sheogorath:
<STRONG>Will there be anything like Trapdoors? It'd be awesome to send an entire siege force falling into the refuse pit as soon as they enter your fortress.</STRONG>

Thats already possible...

Retracting Bridges FTW!


369
DF General Discussion / Re: Future of the Fortress
« on: April 14, 2007, 11:55:00 pm »
Vote yes for dwarven ale on tap in all your local fountains!

370
DF General Discussion / Re: Future of the Fortress
« on: April 11, 2007, 07:02:00 am »
Toady, logic needs:

Some sort of water sensor like the float switch.

The ability to set items to either position on a lever mechanism.


371
DF General Discussion / Re: Future of the Fortress
« on: April 02, 2007, 11:58:00 am »
Toady, couple of little things I have not seen asked as of yet.

Are you going to vary the water color based on the depth like the current natural floods? Or provide some other depth scale?

Will water push objects/creatures like floods do now?

Will multi-level rooms (5x5x5) fill entrely with water provide we set it up correctly? I presume yes since it is volume based.

Can hardly wait for next the update. Truly evil machinations await those intend to oppose us.


372
DF General Discussion / Re: Future of the Fortress
« on: February 12, 2007, 08:01:00 am »
Wow. <jaw>

373
DF General Discussion / Re: Future of the Fortress
« on: February 09, 2007, 07:59:00 am »
If Im understanding Toady... the mountain range shape on the world map will affect the terrain available for a particular fort?

If thats the case a tweak to selecting a starting location could be very intersting/challenging. I can see this as being able to select any mountain world map tile for a fort. Huge, tiny, lone peak, etc.


374
DF General Discussion / Re: Oddest Squad Name
« on: December 22, 2006, 01:03:00 pm »
Had a "Bodices of Clasping" squad one time.

375
DF General Discussion / Re: Dwarven Sewer Workers?
« on: November 20, 2007, 07:57:00 am »
Yes, always smooth or refloor if you want to use a tunnel as a pipe. Walls can be left raw.

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