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Messages - Fenrisson

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76
DF Dwarf Mode Discussion / Re: Werebeast attack
« on: April 30, 2012, 04:18:03 am »
On the note of infecting...


What injuries do cause infection exactly? Does he have breach through the skin making the Dwarf bleed enough or is tearing the fat bruising a muscle enough? I'm always panicking an quarantining my attacked dwarfs - sometime I'm right sometime they seem fine even if hurt by a werebeast. Does anybody have details?

77
DF Dwarf Mode Discussion / Re: I got a female and a male dragon
« on: April 30, 2012, 04:09:25 am »
Will a glass window work?

I had the great idea of setting up glass windows with dogs behind 'em at my fortress entrance. The Dogs where standing on a stairwell which led into my fort. In the first greenskin-siege the brought a dozen cavedragons. Those beasts destroyed the windows and ate my dogs just before descending into my fort....

luckily I was able to fend them of since the goblers where tied by my defenses elsewhere.

But still Dragon + glass window = not safe... - it might buy u some time to get out of their breathrange though.       

78
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 30, 2012, 03:23:38 am »
yes, archers are over powered
I particularly like how elite archers shoot accurately through fortifications that are 10 tiles away. I was so baffled when I first saw they do that, I was certain that I had forgotten to build fortifications in the first place.

Also, @TSTwizby: your signature's a little off, the first line seems to be misquoted to Sabreur instead of simonthedwarf.

Well they can if they are skilled enough - so can your dwarfs... but yeah I hate that too. let em at least get a penalty and not ignore the defenses completely!


I dont care how good you are - 10 decent Marksdwarfs fully armored, with iron Bolts, behind fortifications one z-level up, firing down at a single (Master)-Bowgoblin. Falling one by one to the bastard, and whats even worse - u cannot help 'em because everybody going up into the fortifications is shot the instant he putting his head through the hatch...

Legolas the Goblin???

79
Cue merciless micromanagement: forbid everything except the diamonds and the candy battle axe, then order Encrust with diamonds.
Now how's that for the iron fist of the government? :P

This, of course, will cause everything else in the entire fort to grind to a screeching halt, not to mention being immensely tedious.

I wish there was a way to set a workshop to work on specific ☼quality☼ and type of items only, or even a specific item. As cool as the idea of a *«large mudstone pot»* might seem to a dwarf, that was really not what I wanted to use those rubies for...


(I've never even seen a single diamond in-game, ever.)

[big damn edit: Turns out there will be, albeit in a roundabout way.]


Well if your encrusting Candy with Diamonds, the Fortress should halt - in a moment of bliss for such a great union made possible. The Craftsdwarf making the Item should become a Lord of Craft if successful!


...and burned alive after being beaten senseless and having his limbs torn of by the local Megabeast, if wasting those precious things!!!

And by the Way you can partly manage quality output by designating only "good" dwarfs to the Workshop / setting the workshop min skill-level...

80
04/29/2012  Stockpiles can now be set to give items to multiple stockpiles. You can also set stockpiles to give to a workshop, in which case the workshop will only use items from its piles. You can use this to set specific materials for jobs in a roundabout way, for example, until we get around to doing that properly. If a stockpile is set to distribute the same kind of objects to multiple piles, it'll try to keep the piles even. It works well for items like stone and furniture, but it's a harder problem when bins become involved.


Praise Armok, my prayers have been answered. Now the economy will be a lot easier to handle, and it will be easier to keep order in the Piles of Crafts and Goods my little drunken Imps are producing. It will be interesting to see Urist McIdoasIplease to work his way around this one.

I'm really looking forward to this update - less stress more time for FUN!!!

81
Hmpf,

I guess you're right, there still seems to be no way to stop my little artist from crafting with whatever there Urist McSpidey-sense let feel to be the closest item in range even when the way to it is half around the world....

But still at least a lot of pain in pile-management will be reduced by this new feature.

I'll keep hoping that at some point it will be easier to let my lovely axe swinging alcoholics know what material to use in which Workshop.

Although its one of the FUN things in DF managing the chaos, rather than having every work by it self.   

82
"04/27/2012 Toady One Finishing up some random things to make carts worthwhile. You can hook up track stops to levers to disengage them and you can also set the friction amount when you build them. Workshops can be set to give only to selected stockpiles and stockpiles can be set to only accept goods from their links (other piles/workshops/vehicles)."

I hope now Urist McCrafty wont run fifteen levels down, making major not-shortcuts to some worthless stone when he was supposed to use Obsidian for the Floodgate which is lying directly in front of his Workshop... 

83
DF Dwarf Mode Discussion / Re: horse trading?
« on: April 07, 2012, 05:11:43 am »
They'd need to be in cages, and pets cannot be caged.  The [PETVALUE:X] determines how valuable they are to trade.

In the newest version, I think wild animals may be tradable as well.  Perhaps goblins.


Caged greenskins should be striped of their belongings and used for military training and trap-testing!
No - real Dwarf gives away his Spoils when he can run his own Colosseum!!!

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