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Messages - Sabreur

Pages: 1 ... 6 7 [8] 9 10 ... 18
106
I would like some sort of "maintain stock" command. So you could use your manager to order a minimum of 20 trousers be available at all times. If you fell below this number, the manager would put in a work order for more. It could still go horribly wrong, like if your manager was eaten by a cave crocodile and you forgot to replace him, or you didn't keep enough cloth on hand.

107
Building scaffolding is painless enough that I don't mind having to roof over my outdoor buildings manually. Plus, auto-roofing would make building my megaproject much more difficult.

108
I see an excellent opportunity to kill two birds with one stone. First, place the child's body on a drawbridge. Next, bring the parents outside to see their child. Last, pull the lever and launch them all into orbit. This will provide useful scientific data on whether bridgeapults fling children farther than adults, as well as neatly resolving any negative thoughts from the parents seeing their child's body.

109
DF Dwarf Mode Discussion / Re: Anyone play "pure" DF?
« on: June 08, 2012, 01:17:48 pm »
The Therapist, we needs it Precious! Honestly, I think the game is playable without it... But for the love of Armok, why would you do that to yourself?
Does it work in linux yet?  Last time I checked it didn't, so I've been making due without Therapist.
That bites. Here's hoping that job management gets some in-game UI improvements.

110
It's white and looks longer than your average cloak or cape.

I feel shame that I get the reference....
Same here.
Same...

111
DF Dwarf Mode Discussion / Re: famous last words
« on: June 08, 2012, 12:46:11 pm »
A single magma pump stack is too slow. I'll use a quad stack instead.

112
DF Dwarf Mode Discussion / Re: Anyone play "pure" DF?
« on: June 08, 2012, 12:35:29 pm »
The Therapist, we needs it Precious! Honestly, I think the game is playable without it... But for the love of Armok, why would you do that to yourself?

I also use dfhack - prospect to make sure my embark has the right materials for my megaproject, digv to take the hassle out of mining veins, and tweak to get rid of unslabable ghosts (although I haven't had a problem with that in my latest fort).  I used to use autodump-destroy all the time, but haven't touched it since the hauling and drop rate changes. 

113
DF Dwarf Mode Discussion / Re: Dwarven Boot Camp
« on: June 07, 2012, 04:53:17 pm »
There was a thread on this awhile ago. I think the best solution found was to drop stray puppies into the dining room. The bad thought is minor since they're strays, but it still gives the full hardening bonus of witnessing death. Falling damage seems to have been reduced a bit, so your puppy waterfall might need a spike trap at the bottom.

114
DF Suggestions / Re: Deities
« on: June 07, 2012, 12:33:25 pm »
I think we're overthinking the whole 'spheres' thing.

The core idea is that rivalries and holy wars between deities would be cool. The exact mechanics of how it happens is less important. Perhaps dieties have personalities that affect how they interact with other gods. So a jealous god might hate similar deities - so one fire god might hate another fire god.  Another god might hate deities that are too different (like a death god hating a nature god).

115
DF Gameplay Questions / Re: FUN uses for caged Bronze Colossus?
« on: June 07, 2012, 02:13:19 am »
Wouldnt the HFS, you know, like melt him? It'd be an awful loss if the BC is hit by a couple of fireballs and melts.

Try getting your hands on a giant sponge and let them fight for all eternity.

My understanding is that even magma takes a significant amount of time to melt a BC, during which time it actually becomes more lethal because it starts punching people with MOLTEN METAL FISTS.  A few fireballs aren't going to be a problem.

116
DF Suggestions / Re: Deities
« on: June 06, 2012, 08:51:21 pm »
I'm all for anything that gives religion more of a punch past "This God Cursed This Guy (Who profaned his temple) with some Werechinchilla disease" or something like that.

Agreed.  I like the idea of gods playing a more active role besides just handing out curses during worldgen.  Holy wars sound interesting, but that's already sort-of handled by the ethics system. 

Maybe make it so that if a deity is pleased with your fortress (nice temple, lots of worshipers, regular sacrifices?) they will bless your fortress in some way.  Maybe give all of their worshipers a happy thought, give a useful mood to one of your dwarves, or a gift your fortress with an artifact weapon.  A pissed-off deity could curse your fortress - an unhappy thought for all their worshipers, causing an undead outbreak, driving a random dwarf insane, or cursing a random dwarf (players will probably weaponize this, but that's part of the fun).

Make some artifacts 'divine' in nature.  When a dwarf enters a fey, fell, or possessed mood there is a chance that the inspiration is from a deity instead of a random spirit or their own drunken brain.  The artifact produced will be appropriate to the deity in some way - incorporating an image of the deity, made out of a material the deity favors, recording an event the deity was responsible for (like cursing someone), etc.  Deities get angry if anything bad happens to a divine artifact.

It would also be neat if deities could make demands, perhaps by possessing one of their worshipers.  "Deity McBig, god of magma, speaks through Urist McWorshiper, demanding that a great temple be built in his name!" They could demand a temple, demand a better-quality temple, demand an appropriate sacrifice, etc.  Meet the demand and the deity becomes happier and more likely to bless your fortress.  Fail and the deity curses your fortress.  This could be especially fun if a god of death takes an interest in your fortress and starts demanding the sacrifice of sentient beings!  I like to imagine players deliberately provoking a war with another civ to ensure a steady supply of sacrifices - or maybe just using an altar as an 'immigration services' department.  Or maybe even deliberately ignoring demands for the sake of performing science on the inevitable curse victims.

117
DF Gameplay Questions / Re: FUN uses for caged Bronze Colossus?
« on: June 06, 2012, 01:00:36 pm »
Find out who'd win: bronze colossus, or HFS? Uninvited Guests and Underworld members are hostile to each other.

This one gets my vote!

118
DF Gameplay Questions / Re: Do Ballista bolts drop z-levels?
« on: June 06, 2012, 12:58:00 pm »
Quote
balista an catapult ammo passes throug fortifications, much safer than grates or bars.

Only if fired from right next to them. Building a maze out of fortifications would be silly if you expected the bolts to pass through 5 or 6 of them to reach thier target. Yes, protect the ballista with them, but build the winding path from bars which do not afect the projectiles motion.

Incorrect. Ballista bolts can pass through fortifications at any range without trouble, unlike crossbow bolts which get blocked unless fired from directly adjacent.

119
DF Dwarf Mode Discussion / Re: My First Werebeast
« on: June 05, 2012, 05:30:33 pm »
Were-elephant!? Weaponize it! Armok demands it!

120
DF Dwarf Mode Discussion / Re: Dwarves Being Morons
« on: June 05, 2012, 05:03:49 pm »
To start with, burrow your dwarves away from the waterfall. Then floor over the waterfall itself.

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