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Topics - Arkose

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I've been thinking about all the time (and potential skill gains) that gets wasted when professional dwarves perform profession tasks that don't result in skill gain or high quality items: glassmakers collecting sand, potters collecting clay, and carpenters and masons building walls and floors. I would like some way to (for example) have my potter repeatedly making pottery at the same time as my hauler peasants gather clay, without having the peasants grab the pottery jobs or the potter grab the clay collection jobs. Is there a way to arrange for this? Would burrows help?

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DF Suggestions / Make human farmland on savannahs yellow
« on: September 03, 2010, 04:24:11 pm »
Just a minor cosmetic suggestion. In the northeast of the huge map preview, there is a human site with farms built on a savannah:

Spoiler (click to show/hide)

Maybe it would make sense to have farms built in dryer regions be displayed yellow instead of green? Drought-tolerant grain crops probably make more sense in dry regions.

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If there are going to be rules preventing the desacration of corpses in adventurer mode, they should reflect the entity ethics of their parent civilization.

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More conversation weirdness:


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DF Adventure Mode Discussion / A sad encounter
« on: April 10, 2010, 05:40:41 pm »


:'(

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0.31.01, vanilla. With a previous character I had been given a quest by this dead warlord to kill the lizard fiend law-giver of the very same town (known bug); because I had become a member of the local church of trade, a civil war broke out (known bug) and the warlord died when he decided to attack my character for actually succeeding in my quest. I came back as a new character and started asking around for quests, and got referred to that same (still dead) warlord.

As a side note: His corpse wasn't in The Golden Trances.  :)

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DF General Discussion / Legendary cougars
« on: August 06, 2009, 09:28:10 pm »
Has anyone else noticed that perhaps nine-tenths of all animal legends are cougars, and most of the rest are wolves and alligators?

Any thoughts on how I could go about ensuring that the beasts that prowl my world's nightmares have a bit more varied? I'm thinking of maybe editing the entity files to make civs settle more diverse terrain in the hopes that the world-gen fight simulator will consider some stranger foes.

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DF Bug Reports / [40d13 on Mac] Can't exit Travel mode
« on: July 07, 2009, 08:30:49 pm »
Hi! I just tried the new 40d13 release for Mac. I found that when I travelled, I couldn't exit travel mode by pressing ">" like usual. (I ended up needing to wander around until wild animals ambushed me in order to get out of travel mode.)

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DF Modding / Can Donkeys and Horses have Mule children?
« on: November 14, 2007, 04:07:00 pm »
I have been looking at the files for Horses, Donkeys and Mules and can't find any tags relating to cross-breeding. Do they not produce cross-breeds yet, or is this currently hard-coded?

(The reason I ask is because I had thought it might be possible to split cattle into a [FEMALE] 'Cow' and a [MALE] 'Bull', have them cross-breed to have baby cows and baby bulls, and then fix milking to only work with cows.)

--EDIT-- It seems like the milking tag wouldn't work in any case. It would still be nice to be able to mod in cross-breeding results; I wouldn't mind seeing a Liger or two...

[ November 14, 2007: Message edited by: Arkose ]


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DF Bug Reports / Harpies don't attack elf adventurers
« on: February 29, 2008, 06:24:00 am »
Subject line sums it up, basically. I'm using a 33x17 world and the Mac version, if that turns out to matter.

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Right now, to my knowledge battle axes are hard-coded as the only weapons that can be used for woodcutting. It would be nice to have a tag for this, so that when modding in civilizations unlikely to use a full-on battle axe to chop wood, we could give them hatchets or saws.

(It would also be nice if digging implements could be specified to only dig soft materials like dirt, sand and clay, so that we could have shovels that don't scoop through granite like warm ice cream.)

That's all for now; thanks for all the hard work, Toady!


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DF General Discussion / The great 2x2 starting site search!
« on: December 20, 2007, 01:39:00 pm »
"DEV NOTE: allowed embark rectangle to be 2x2"

Minifort, awesome!

In preparation for the upcoming version, then: What is the coolest / most feature rich 2x2 starting site you can find? (Remember, the seed needs to be generated without a custom title for it to generate properly in the next version.)


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