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Messages - Skanky

Pages: 1 ... 40 41 [42] 43 44 ... 86
616
DF Dwarf Mode Discussion / Re: Muskox guards
« on: February 17, 2008, 06:04:00 pm »
He uses the offspring to aid in thief detection. If a baby dies while on duty, well, there are plenty more where he came from.  ;)

617
DF Dwarf Mode Discussion / Re: the exorisism of Rigoth Imazsmel
« on: February 16, 2008, 01:11:00 am »
I had a jeweller get possessed and cut the perfect gem. Only used a single raw gem, which was rather nice. I would prefer not to waste a large amount of material on someone who isn't even going to get skill from it.

618
DF Dwarf Mode Discussion / Re: Fish Dissectors and Milkers
« on: February 15, 2008, 09:38:00 pm »
I add pump operator to their jobs, and then use them as haulers. One day I will trap some purring maggots and actually make milk and then cheese, but for now their skills are useless.

619
DF Dwarf Mode Discussion / Re: Cave adaptation
« on: February 17, 2008, 08:54:00 pm »
quote:
Originally posted by Puzzlemaker:
<STRONG>Yeah, but your fisherdwarves + woodcutters wont be cave adapted, then.</STRONG>
And my wood haulers will be paving the road with green whenever they take wood back inside.  ;)

620
DF Dwarf Mode Discussion / Re: Cave adaptation
« on: February 16, 2008, 08:48:00 pm »
Its hard to make trees indoors. For everything else though, including fishing, yes.

621
DF Dwarf Mode Discussion / Re: I'm missing something here...
« on: February 15, 2008, 01:53:00 am »
quote:
Originally posted by Wooty:
<STRONG>And I only use the code tags for more complex things like fractal bedroom designs, corridors are fine without them.</STRONG>
On the contrary, corridors are not fine without them. The code tag displays the characters with a fixed width, so that a "w" takes the same space as an "i". Normal text does not.

Without code tags:
wwwwwwwwww
iiiiiiiiii

With code tags:

code:
wwwwwwwwww
iiiiiiiiii

Although your own example should have made that obvious to you.


623
DF Dwarf Mode Discussion / Re: New trap: ice trap =D
« on: February 14, 2008, 08:21:00 pm »
My first thought too.

The degrinchinator was undoubtably *the* best mechanical trap ever made in DF.


624
DF Dwarf Mode Discussion / Re: Tuskabbey the Fortress of Martyring
« on: February 14, 2008, 06:48:00 pm »
And it doubles as a source of bones for him to carve!
Actually, that is pretty practical.

625
DF Dwarf Mode Discussion / Re: Dwarves in wagons...
« on: February 14, 2008, 01:26:00 am »
Bridges also fling things...

626
DF Dwarf Mode Discussion / Re: Dwarves in wagons...
« on: February 13, 2008, 10:34:00 pm »
Dwarves bring wagons as of the currently latest version, 38a. Hooray!

Human wagons just need a clear path. Smooth some boulders, cut down some trees, and lots of trade goods shall be yours.


627
DF Dwarf Mode Discussion / Re: Cage traps
« on: February 14, 2008, 01:33:00 am »
You can build walled enclosures, hope the GCS makes its way into this small enclosure and then lock it in there. There is the obvious disadvantage that this building needs to be built where these monsters are likely to walk, so expect to lose a few dwarves. The other option is to wait for the new version with the "no traps for resident monsters" bug fixed.

628
DF Dwarf Mode Discussion / Re: Cage traps
« on: February 14, 2008, 12:00:00 am »
This bug be fixed? w00t!!

629
DF Dwarf Mode Discussion / Re: Cage traps
« on: February 13, 2008, 03:15:00 am »
Cage traps don't affect creatures that start out in your map, only creatures that migrate or invade.

630
quote:
However, what about things like the silly way in which dwarves deal with clothing?

Any code written now will be thrown away when the relevant arc is completed. Waste of time.

quote:
What about the way they ignore being on fire?

Valid, but could possibly take a lot of time compared to other bugs

quote:
How about a way to make the military actually effective without tons of micromanagement?

So you are suggesting that Toady just focus on coding the army arc instead of bug fixing? Seriously?

quote:
How about fixing carp so they aren't super mutant beasts that can drag people into the water?

Learn to deal with them or learn to avoid water. They may be overpowered, but so what? Toady working on balance this early is a waste of time, changes will happen that renders any effort here wasted.

Maybe putting more thought into what you are actually asking for would help?


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