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Messages - UHaulDwarf

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61
DF Suggestions / Re: Funeral Pyre
« on: May 06, 2012, 02:28:44 pm »
A necro in a thread about funeral pyres. This is ironic and beautiful. But wrong, we don't want necro's near our dead-... CALL IN THE !!AXEDWARVES!!
Alright, so we have people unironically who go around posting that the thread that you just put up has already been posted two years ago on one hand.
And on the contrary hand we have people (like are dear McCheeseMaker here) tell people where they can put there necroposts.
To be honest it could all be a joke, but I don't have much of a sense of humor and I want to see one side at lest ceasing. >:(

62
I think the problem is that dwarfs chose the fastest rout and ignore the fact that a zone is restricted.

63
DF Suggestions / Re: Different Sized Rocks
« on: May 04, 2012, 10:52:18 pm »
Theoretically you could have a boulder breaking job that creates smaller rocks when you need them without creating too much spam.
I know its not the same thing, but this sound like what happens already; Taking larger stones and making them in smaller, easier to use blocks.

64
DF Suggestions / Re: Prefered building materials.
« on: May 04, 2012, 12:29:02 pm »
I think it would be even easier (as in - zero configuration) to just have "Last used:" at the top.

A gabbro road project over here, and a orthoclase wall there, iron bar cell doors - switching between all the types is just a single trip through this list each. No new screens or keys.

Also doable by having  'x' be 'Switch Sorting Method' instead of 'expand'. Use the two methods we've -got- as the first type types:
1) General material distance
2) exact items sorted by distance

but then add more types:
3) general material by quantity.
4) exact items by value.
That sounds good. I just really want to play DF, not hunt for the material over and over again.

65
DF Suggestions / Re: Funeral Pyre
« on: May 04, 2012, 12:27:10 pm »
Magma is useful, but can be difficult to get to, and has unique dangers.

66
DF Suggestions / Re: ''Miserable'' dwarfs leave fortress.
« on: May 03, 2012, 02:51:23 am »
> You have struck Adamantine! Praise the miners! [ MORE ]
> Some emigrants have left, due to the danger. [x80] [ MORE ]
> Your fortress has been Abandoned.  Game Over.
It wont be game over, not with that vampire locked in the closet.
Never mind the fact that dwarfs don't run for there lives until they get a proper look at what they are afraid of.

67
DF Suggestions / Prefered building materials.
« on: May 03, 2012, 01:02:01 am »
I believe that it would be desirable to be able to choose a building material in the (z) screen to always be on the top of list of materials for building constructions/workshops (if you have that material.)

68
DF Suggestions / Re: Music implementation ideas.
« on: May 02, 2012, 01:38:48 am »
I like where this is going. Perhaps the dwarves, when hearing music, would get temporarily increased willpower. This could be interesting, as you could have musicians going to battle with the military, to help keep their fighting spirits up and bolstering their morale. The skill, if producing happy thoughts like you said, could also be used to calm and soothe dwarves after a vicious fight, as they tend to lose their minds and get angry or depressed.

It would be great if such a skill could have a use in adventure mode, somehow. I can't really think of one at the moment.

Ah, yes. The drums of war... wait, does DF even have drums?

69
DF Suggestions / Re: Deities and the strange mood/artifact system
« on: May 02, 2012, 01:33:44 am »
Well a dwarfs preferences plays a part in the artifact that they make.
Given that, we could add thinks like a ghost's dwarfs preferences, or the given gods associated elements.
Evil areas could have demonic influences and good areas could have good influences.

70
DF Suggestions / Re: Mining and Wood Cutting squads.
« on: May 02, 2012, 01:22:09 am »
It would be much better to just eliminate 'invisible uniforms' entirely, and if you want your miners/woodcutters/hunters to use particular equipment, then allow them to be in normal squads.
That would be a good idea, but I think the 'invisible uniforms' is tied to how the skill work, as it needs to tell the dwarf to pick up an axe/pickaxe.

I never think about hunters, but they could benefit from this or similar ideas.



That DOES rather raise the question of thread etiquette and how long before you're allowed to redo a topic. Has toady or one of the mods ever posted rules for that? haven't seen them.

The rules are written out right at the top of the page, almost impossible to miss tbh :P

"Search for an existing thread. If you find a thread similar to your idea, you can bump it to expand on the suggestion, even if the thread is old."

So, necroing is pretty much encouraged ^^

I dont know about anyone else, but with all the neutral colors and nondescript text my eye just glaze over it and skip to the topics.

71
The problem with patching is that clothing in DF is made in one piece, and degrades in one piece.
                You would not be patching a hole, you would be patching the Whole.
In any case, having dwarfs using resources without being told is a bad idea.

72
DF Gameplay Questions / Re: Stuck on a wall.
« on: May 01, 2012, 07:39:49 pm »
Do you have any tame animals that fly?  In my community fort I have several dozen tame giant sparrows, and I routinely find my animal trainer stranded on top of walls.  I think they try to train a flying animal and somehow end up moving up onto a wall where it is in the process.

I have also heard that creatures which dodge attacks can dodge onto places they normally never could.  If you have a lot of animals, you can get fighting due to overcrowding that results in dwarves dodging onto walls.
Now that you mention it there have been some badgers roaming the map, so it could be that.
Dodge to the top of a wall? Wow, that's funny. I will keep a lookout in the future for wall leapers.

73
DF Gameplay Questions / Re: Stuck on a wall.
« on: May 01, 2012, 05:19:41 pm »
I understand how a dwarf might seal its self behind a wall, what I don't understand is how a dwarf could seal its self on top of a wall.

74
DF Gameplay Questions / Stuck on a wall.
« on: May 01, 2012, 05:04:42 pm »
So I am in the middle of a project to crown my fortress with a (who would have guessed it) a fortress.
Randomly, I got a notes that one of my less note worthy dwarfs was missing.
After some searching, I found the dwarf's body on the wall(surprise, surprise) and after building some stairs I found out that the dwarf died of dehydration.
There was a second dwarf that I was able to safe from a similar fate, but tell me, how does a dwarf get stuck on a wall that its building?

75
DF Suggestions / Re: Clothing related thoughts: too strongly negative
« on: April 30, 2012, 11:06:22 pm »
The idea of cloths patching is great, but how do you imagine it being implemented?
Dose one dwarf stand at the tailor and get it repaired on the spot or does said dwarf leave the tattered item at the tailor shop?

And why should patched clothing give negative thoughts? If a tailor is skilled enough, one would never know it was patched at all.

Like all things in DF, clothing can get rather elaborate. I.e. +<<*Spider silk Shirt*>>+
It might be better if after a garment reaches a certain level of tatteredness that the dwarf should visit the tailor and order a replacement rather then have it repaired.
An inferior replacement could carry a negative thoughs.

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