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Messages - UHaulDwarf

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1
DF Suggestions / Re: Dawrvern retirement
« on: June 12, 2012, 12:13:57 am »
Dwarfs retire? Not likely. Its not that they could not. Its just that they would not want to.
Dwarfs love working. I cant imagine them not wanting to work.

2
DF Suggestions / Re: Directed Surgery
« on: June 11, 2012, 01:25:27 pm »
I cheeked out your list Footkerchief, and only one* of the links was relevant to the OP.
* http://www.bay12forums.com/smf/index.php?topic=99332.0

Nope.  5 of the 6 are directly relevant to the OP -- the one you mentioned, plus:
Have an animal stockpile overrun by caged Elven merchants and goblin invaders? Have a bone setter who cant tell the difference between a broken leg and a bruised brain?   Two sad sad problems with one happy solution,  a job that can be dedicated to a caged, non-pet animal/prisoner, "Perform experimental surgery"  in which case your haulers would drag it down to an empty traction bench and strap it down,  and your Medical team would proceed to practice their craft repeatedly on the volunteer untill it is either re assigned to a cage or stops breathing.  The medical team gets rapid skill ups from the educational experiment, and you free up a cage to catch something else.
- For the more sadistic players, it could be nice to have their doctors be allowed to "experiment" on trapped animals or goblins. (Or at least practice dissection on corpses, as they did in antiquity and middle-age, so they would get better in all medical skills).
2. the player could schedule dwarves for surgery to their specifications. In addition to clearing up a lot of the bugs wherein injured dwarves aren't treated, this would allow players with a more radical bent to schedule their military dwarves to have their body fat and extraneous organs removed so they'd move faster, or perhaps have their sensory nerves removed to make them immune to pain.
Why not institute a system where they can practice on corpses?

Or, if we're talking evil- and when aren't we- captured enemies?

And the 6th, I included because of all the Frankenstein discussion in this thread:
It would be pretty cool to have some ungodly frankenstien... THING that was basically a dwarf with higher DAM_BLOCK and some jacked up appearance details.
Here is the OP:
I want player directed surgery as an option. Removing flesh, applying sutures, and fixing fractures as specific commands. Or as punishment or torture for goblins.
OK it does mention torture witch is mentioned in the posts you put up but none of them talked about having the player direct surgery.(Other then that one.)

3
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 11, 2012, 04:02:47 am »
I like the rest of the names but the legendary (+1)(+2)(+3)(+4)(+5) is arbitrary.
If the skill levels are going to be named then fine, but legendary should be the top rank.

4
DF Suggestions / Re: Directed Surgery
« on: June 11, 2012, 03:44:11 am »
As shown by a search for "surgery", this is a popular suggestion:

http://www.bay12forums.com/smf/index.php?topic=99332.0
http://www.bay12forums.com/smf/index.php?topic=78514.0
http://www.bay12forums.com/smf/index.php?topic=103337.0
http://www.bay12forums.com/smf/index.php?topic=64727.0
http://www.bay12forums.com/smf/index.php?topic=54019.0
http://www.bay12forums.com/smf/index.php?topic=55679.0

Spoiler: tags (click to show/hide)
I cheeked out your list Footkerchief, and only one* of the links was relevant to the OP.
* http://www.bay12forums.com/smf/index.php?topic=99332.0

5
DF Suggestions / Re: Wheelbarrow for the Workshop
« on: June 11, 2012, 03:11:42 am »
How about being able to assigning wheelbarrows to dwarfs as equipment so they can always do hauling jobs.
Wheelbarrow dwarfs would be the same/similar as woodcutting and mining dwarfs.(As in caring there equipment with them when they have the skill on.)

6
I was thinking of an idea of traveling dwarfs of legendary skill/s coming to your fortress and only staying for a year or as long as you can entice them to stay.
This would be a doubly good suggestion for people that want it to be harder to get more skilled as it will make it possible to learn from a legend.
Spoiler (click to show/hide)

7
DF Suggestions / Re: Suspend and unsuspend jobs from (j)obs menu
« on: June 10, 2012, 05:21:06 am »
This would be great. It would make the (j)obs menu worth using, instead of just searching for the problems to save time.

8
DF Suggestions / Re: Bees weaponized!
« on: June 02, 2012, 11:31:55 pm »
"I'M COVERED IN BEES!"

Also, bees as blowgun ammo? Finally get some use out of those artifact blowguns. :P

I don't think anyone is going to put bees in there mouth even if they could blow them hard enough to matter.

9
DF Suggestions / Re: Good regions being painfully good
« on: June 01, 2012, 12:23:21 am »
I think the crux of the problem is that there are no holy lands.
I don't think we would be having this talk if the lands you were digging in where gods backyard.


I think that dwarves also regard the craft of constant alchoholism in much higher regards than anything else. This seems reflected in many of their works. Like engravings of engravings of cheese, or their diet of two meals and four drinks per season, or the fact that a newborn (dwarven) baby's first meal is probably alcohol. They need alchohol mentally.
Sunberry's make the best alcohol so good regions would be the best lands for them.

10
Auto-roofing? If you could turn it on or off from the standing orders screen(defaulting on off), then sure.

11
DF Suggestions / Re: Good regions being painfully good
« on: May 27, 2012, 11:15:09 pm »
Good regions being painfully good is a paradox, ether the region is good or it is not good at all.

That is because you are going too far into the word. Remember this land isn't "Good" in the sense that it tries to do good things in the same way "Evil" Lands arn't evil at all just openly hostile (It would be like saying a Desert or Volcano is evil)

The idea of "Painfully good" is basically taking a concept that we would call "good" and taking it to its logical extreme or taking something good and applying it all the time even when it is not needed.

I mean havn't you heard the saying "That was so sweet my dentist could feel it" (admittingly I edited that because I couldn't spell a specific word)?

Possibly the best example I can think of for this concept is "Candyland" you would say that Candyland would be a great example of one way a Good land could look right? Have you ever thought of how hard it would be to survive in Candyland? Everything is made of Candy which while tasty gives little-no nutrician... The Water is drenched in sugar as well. You can't grow crops because the dirt is chocolate. Fires are pointless because the trees are Gingerbread. Plus since the animals are essentially immortal here eating them must be a horrific experience and give you terrible indigestion.

This is entirely without going into ways that this place could actively hurt you. Afterall a very common trait with "Good" locations in settings is how addictive they are or how they force you to join them.

So there you go. Candyland a good land being a horrifying death trap without ever crossing out of being "Good". It is just incompatable.

This is ignoring that so far "Good" as far as DF is concerned is closer to Whimsy...
But that is not good at all, that is insidiousness. If it were truly good then there would be no drawbacks.

Good is good, that is it. A good plan in not a plan destined for failure. A good church does not do questionable thing behind closed doors.
Having a good morning is enjoying a nice sunrise, a great meal, and friendly company. If you went to a good dinner, you would not have to look for tacks in you food.
If you rubbed a good magic lamp, the genie would be helpful and not trick you. I could go on and on but it will always be the same. Its not a trick question. Good is good.

Of course when I say good I mean good as seen by dwarfs. A good region would have all the things that a dwarf would want to have at a site.
The region is good because of its high compatibility with the dwarfs. Dwarfs call them good for a reason.
While I understand the 'too good to be true' line of thought, there is no need to make the regions needlessly obtuse.
If you want to introduce more region types into the game, more power to you. But there is no reason to alter the definition of good to fit your desire.

Besides there are plenty of good regions in the history of fantasies. Whether or not the regions stayed good is another question, but that is another kettle of fish entirely.

12
You're suggesting that naturally numb people who are further numbing themselves with drink are more likely to cry and rage than just suck it up and deal with it?
Dwarves aren't naturally numb, they're naturally unstable (if only due to copious alcohol intake). This isn't helped by their cultural tendancies towards a dislike of discussing feelings, leading to said feelings exploding out of them at inoppurtune times, and towards violence.
Dwarfs don't dislike the discussion, in fact I would say that the opposite is true. I find that dwarfs are more then willing to talk about almost anything.
However they do not like talking when there is work to be done, and there is almost always work to be done, so one might see it as the same as just not wanting to talk.

13
DF Suggestions / Re: Good regions being painfully good
« on: May 26, 2012, 09:46:20 pm »
Good regions being painfully good is a paradox, ether the region is good or it is not good at all.

14
DF Suggestions / Re: Burrow improvements
« on: May 26, 2012, 08:04:37 pm »
Personal meeting halls
Meeting halls should have similar functionality when placed in burrows. This would be a good way, for instance, to get your legendary mason to stay near his workshop, or your nobles to only converse with each other and gain social skills in the Forbidden Palace to prevent tantrum spirals when they die. There should be an option to toggle whether meeting halls are used for all dwarves with access, or only those assigned to the burrow. Basically, an exclusive idle zone.
Another name for personal meeting hall could be an office/throne room?

15
DF Suggestions / Re: Remove the world map on the embark screen
« on: May 24, 2012, 11:35:46 pm »
The world map shows where your civilization is in relation to everything.

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