Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Jim

Pages: [1] 2 3 4
1
DF Dwarf Mode Discussion / Re: Of Wives, Husbands and Children
« on: May 03, 2007, 07:21:00 pm »
I remember two dwarves becoming a couple at one point, I think that they just need to talk to each other enough at statues or zoos and attend enough parties.

2
DF Dwarf Mode Discussion / Re: My fisherman is as dumb as a rock.
« on: September 16, 2006, 01:04:00 am »
fishing is a little buggy like hunting.  what you have to do is you need to deactivate the fishing job in his profile.  then you need to go to the military screen, draft him, and then un-draft him.  then the dwarf won't go back to fishing and he will do what you want him to.

3
DF Gameplay Questions / sleeping
« on: August 23, 2006, 01:13:00 am »
if this is already a bloat or a requirement then i apologize for not reading the list thoroughly enough

i'm not too sure about how it should be implimented, but i'm thinking it would be cool to have a way to control sleep for the dwarves.  all too often, dwarves fall asleep at the most inopportune moments (when there is lots of construction going on, invasions, mass-sleeping resulting in no one getting the harvest).  maybe there can be a way to control dwarf sleeping habits.  it would be useful for military and logistical purposes- dwarves can take natural shifts.  when you hit "k" you can zoom in on a dwarf and figure out how tired he or she is.  there could be a descriptive or numerical system that can display tiredness.  there could be another window where you can tell a dwarf to sleep immediately or to pull an all-nighter.  i think that the results could be very interesting and useful.

ps.  sorry this was put in the wrong forum

[ August 23, 2006: Message edited by: Jim ]


4
DF Gameplay Questions / Re: Mangrove logs needed...
« on: August 22, 2006, 07:40:00 am »
I think that the mangrove symbol is an upside down J.  try looking around the river.

5
DF Gameplay Questions / Re: Rebuilding walls?
« on: January 21, 2007, 11:38:00 pm »
another way to get a "wall" would be to just build a bridge and then change the direction it raises in an appropriate direction to create a barrier for a room.  Raised bridges don't look too ugly so they might be good replacements.

6
DF Gameplay Questions / Re: Getting animals inside?
« on: October 21, 2006, 09:21:00 pm »
For some reason animals (even the strays) seem to be attracted to meeting halls and statue gardens.  Once I designated a room to be a statue garden and all of the animals went over to hang around the statue garden.  lucky for me the garden was right next to the tannery and butchershop.

7
DF Bug Reports / Re: I can't build a bridge over the cave river.
« on: September 13, 2006, 04:02:00 pm »
one way to deactivate the hunting bugginess is to deactivate their hunting task, and then draft them into the military, then quickly draft them out of the military.  they won't continue hunt afterwards.

8
DF Bug Reports / Re: magma destroys floodgates?
« on: December 21, 2006, 11:37:00 pm »
it is definitely a creature destroying the gates.  stone floodgates work just fine with magma. even though they are huge and super-heated they can still be stealthy and destroy the gates, and ambush dwarves too.

9
DF Bug Reports / damaged meat?
« on: December 21, 2006, 02:23:00 pm »
[img]http://img386.imageshack.us/img386/8412/mangledmeatke1.th.png" alt="" class="bbc_img" /> [/IMG]

i don't think i've ever seen this before.  is it a new feature?  the mule meat is damaged and inedible.  same thing happened to my turtles too.  all of this food was purchased before embarking, and i went to a really cold glacier map.  did the food get damaged by the cold?


10
DF Bug Reports / Re: well pathfinding
« on: August 27, 2006, 09:35:00 am »
thing is, my distal well can be built without any problems but the well that is more proximal to my fortress can't be built.  it's not like rocks and buckets can't be taken, one well was built just fine but the proximal one is having problems.  this is the most recent version of dwarf fortress too.

11
DF Bug Reports / well pathfinding
« on: August 27, 2006, 01:27:00 am »
I decided to build two new wells for the fortress.  However, the construction of one of the wells resulted in a lot of pathfinding spam; it claims that the pathway is blocked despite that there is nothing in the way of the well being built.  i've got a save ready.

12
DF Bug Reports / Re: Plump helmets count as seperate food items?
« on: August 23, 2006, 04:18:00 pm »
plump helmet, sausage, and plump helmet... man, that is awesome.  i can imagine a bunch of dwarves singing about plump helmets.

13
DF Bug Reports / lava madness
« on: December 19, 2006, 12:58:00 pm »
well... i think this'll go down in the records as the most fiery death of a fortress.  i was channeling lava into the chasm, the dwarf who needed to build a channel decided to eat some plump helmet instead... so on and so forth.  but i discovered in the carnage that turtle shells and rough gems don't get obliterated when the lava hits them.  stone blocks, stones, and iron things don't get destroyed either.

"remember, losing is fun!"


14
DF Suggestions / anvil fall traps
« on: September 16, 2006, 11:23:00 am »
much like a stone fall trap, the anvil fall trap will do more damage and make a *DONG* sound whenever it hits a target.  I think it would be pretty awesome to see a snakeman get splatted by an anvil.

15
I agree, immediate death from a head shot shouldn't happen.  Although it's possible to die from an infection http://en.wikipedia.org/wiki/Emissary_veins

Pages: [1] 2 3 4