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Messages - Deboche

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121
DF Suggestions / Re: Allow the Naming of Levers
« on: January 24, 2016, 10:29:27 pm »
I also use the (N)otes, it works fine. But it'd be cool to see what it does just by pressing q so that you don't have to check first.

122
Yeah but these were dwarves with "No job". And only my inside was inside the burrow.

123
I'm under siege, have the alert on but I leave my retracting bridges open to lure enemies into my traps. Sometimes a dwarf will just go outside of the safety burrow, with "No job" and not even run away when he meets the enemy. They'll only return to safety after getting hit once.

Is this because of the new booze?

124
DF Suggestions / Re: Natural ability: Roar
« on: January 24, 2016, 11:40:31 am »
This makes sense. If I'm not mistakened the Siberian Tiger roars only after making a kill. I don't know why they'd do that but maybe it's to warn other tigers in the area so they can share.

But this also applies to other animals, they all communicate. Birds make noise constantly, dogs bark for all sorts of reasons and so on.

Perhaps the sound of birds could be a warning when it starts and stops rather than a constant reminder.

You leave a city, go towards a forest and get "You hear birds in the distance."; after you enter the forest, "Birds chirp loudly all around you."; and when you approach a camp or some dangerous creature you get "The forest here is eerily silent.".

125
The wiki says:

Quote
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material.(...) Here is the thread with the details:
http://www.bay12forums.com/smf/index.php?topic=53571.0

The thread is pretty cool and while iron armor seems to be clearly better, there's not a huge difference between the weapons. I only read the first post though.

126
DF Suggestions / Re: Farming in evil surroundings, dealing with blight.
« on: January 20, 2016, 10:33:05 pm »
I just looked up blight and it does sound like something out of a nightmare. Also, to try to prevent the American chestnut trees from going extinct they want to introduce a genetically modified strain into the wild which is even worse.

127
DF Suggestions / Re: Get rid of migrants in favor of petitions
« on: January 20, 2016, 08:53:01 am »
I'd also like it if you could ask visitors to stay in the fort, like a petition going the other way. You might even send your noble out with a gift. "If you'll accept this -gabbro crown-, will you join, get your own room, slave away at our furnaces and probably have your children killed to make room for more adults?"

128
DF Suggestions / Re: Personal Weapons for Civilians
« on: January 20, 2016, 08:32:53 am »
I like this idea. It'd be nice if you could define some zones where dwarves should always be unarmed and others where they should always be armed(caverns, outside, taverns, etc). You could have weapon racks around where they could pick up a weapon.

On the other hand, dwarves are always drunk, especially in this release, so is it really a good idea?

129
I suppose Iron should be better than bronze for fighting but it should rust. There's no rust in the game at this point. When that gets implemented, I wouldn't be surprised if most players built a full set of bronze weapons and armor as backup.

130
DF Gameplay Questions / Re: Retracting bridges
« on: January 20, 2016, 08:19:47 am »
Also I believe whatever's on a raising bridge(the part that disappears) gets shot up into the air but if there's a floor or wall above it, it disappears. I don't believe it can be weaponised to throw stuff at enemies though.
What about having small bridges scattered around the area siege usually comes, with few dozens of anvils or other heavy stuff dumped on it and linked pressure plates in front of them? Heavy metal rain, anyone?
First I tried using it as a catapult because I thought the objects would be thrown in the direction the bridge raised. It all went up into a sort of mushroom cloud.

Then I built walls around it and a roof but I didn't leave any space between the bridge and the roof and all the items disappeared.

I gave up on the final attempt because at some point I tried channeling over a FB that wouldn't move to drop several stones on it and it did nothing. I think throwing normal items at enemies is not very effective.

131
DF Gameplay Questions / Re: Retracting bridges
« on: January 19, 2016, 03:24:02 pm »
Also I believe whatever's on a raising bridge(the part that disappears) gets shot up into the air but if there's a floor or wall above it, it disappears. I don't believe it can be weaponised to throw stuff at enemies though.

132
DF Suggestions / Re: Forges and Smelters Generate Smoke
« on: January 19, 2016, 10:14:58 am »
When this was suggested previously, it also included stuff like using wood and kindling and the fact that kitchens should also require fuel. At some point, lighting will be implemented and perhaps also heating which will also produce smoke.

This raises a few questions. Will chimneys essentially become a long shaft at the top of which you build fortified walls so the smoke clears out?(which would be kinda boring and pointless) Will caverns have their own atmosphere and so be able to disperse smoke? Will smoke be weaponizable like water is now?

133
DF Gameplay Questions / Re: Bloody Vampire
« on: January 17, 2016, 12:20:19 pm »
You guys are too politically correct.

I screen migrants based on religion.  If they worship a god that has cursed people, they become a leader of their own special squad and a quick trip to the danger room for training without armor.
Automate it. Make your danger room a temple to said gods.

134
DF Suggestions / Re: Glitches?
« on: January 15, 2016, 08:13:53 pm »
Both of these have been around for a while, I remember having both in .40.

For the dwarves stuck in trees, find a way to build floors that will get to them. If that doesn't work, you know what to do to that tree.

135
DF Suggestions / Re: Token Suggestions
« on: January 15, 2016, 08:09:42 pm »
I like all the tokens so far. I don't know exactly how tokens work but in the same vein, something like:

[ARMOR:x] Where x is how much armor the soldiers in that civ will wear. 1 would be what goblins wear for the most part now, 8 or something would be full set with mail shirt, greaves, boots, etc.

[CRAFTING:x] Where x is how well a civ can craft anything at all. 1 would be the basic item, 5 would be masterpiece.

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