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Messages - Sirbug

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751
DF Gameplay Questions / Re: Vampire justice
« on: October 13, 2013, 07:41:19 am »
Wiki said they do.

752
DF Dwarf Mode Discussion / Re: I'm having dwarven's block. Help?
« on: October 13, 2013, 07:39:36 am »
1. Never too early to start a military. Although, you probably won't want soliders with no military skill. When wave arrive, inspect every newcomer. Look at his skills. If he has something you need, leave him alone. Otherwise, assign him something you need. You can hardly have too much crafters, medics or farmers, even if they start newbies. Those with military skills - assign into squads, one day you will equip them and send into battle.

2. Design as you please. There is noise, so try to put bedrooms levels away from mining operations and workshops. One bed per bedroom, chest/coffer and cabinet (Or so I do). I have level-wide grid of 3x3 rooms separated by 1 tile-wide corridor, but it was proven to be bad for pathfinding. I don't think you should have any kind of "stockpile level" - have workshops/furnaces surrounded by raw materials. Have finished goods stockpile close to trade deport, but exclude "armor, footwear, headwear and legwear" from it and put those into separate, or you get overflown by clothes.

3. It is inefficient, unless you somehow need war dogs NOW.

4. After you create military, dig deep below, until you find cavern. That's where fun start. Unless fun come to you from surface.


753
DF Suggestions / Re: Mosaics, paintings and embroidery
« on: October 13, 2013, 12:23:12 am »
Wall-hanging could just go along the same lines as engravings do at the moment - you place the painting or tapestry directly on the wall; or you have a dwarf build or carve a hook directly into the wall, on which the painting/tapestry is hung.

Though it would probably work better if it were somehow directional, especially if the work was combined with carving or attaching ladders to a wall.

I suppose if we could handle wall being engraved on every direction at once, we can live with painting hanging through the wall.

754
DF Suggestions / Re: Banemaker's Workshop
« on: October 12, 2013, 02:41:43 pm »
I always dreamed of poisonous gases. We already have gas mechanics (Both vapor and miasma, not sure if it the same). I wish I could make some deadly poison in barrels and then open them with lever/plate to unleash toxic gases on my enemies (and friends who got in the way)

755
DF Gameplay Questions / Re: Bitten by werebeast, not infected?
« on: October 12, 2013, 12:47:14 pm »
Werebest needs to "inject venom into blood". It would be explicitly stated in combat log.

Can't say anything about their ability to bite through clothes.

756
DF Suggestions / Re: Mosaics, paintings and embroidery
« on: October 10, 2013, 12:45:31 pm »
Mosaics seem like a gem-sink. I always end up with too many gems that are too tiresome to utilize all, letting me waste them on art would be cool.

757
DF Suggestions / Re: Mosaics, paintings and embroidery
« on: October 10, 2013, 11:55:47 am »
I don't feel like paintings and rugs is dwarven thing, but buying them from humans (or maybe one day looting them from human cities) would be cool.

Although paintings would be weird mechanic-wise because there's no actual mechanic for hanging things on the wall.

758
I find this map useful - it helps me navigate through my own fortress, until I memorize the outline.

759
DF Suggestions / Re: A huge buff to Mega Beasts
« on: October 09, 2013, 12:29:04 pm »
Yea fair point, but you should probably shouldn't be able to catch them with a wooden cage held together by pure force of will :P
All traps will be rewritten at some point in the future. After all, it's not just megabeasts that can be defeated to easily by traps.

Thats good because i lot of the time i abstain from using traps, they're just to over powered takes away a lot of the fun.
Yeah, I had to give up trying to catch some cool animals because I caught entire sieges instead.

760
DF Gameplay Questions / Re: Trade Depot Inaccessible
« on: October 09, 2013, 10:15:22 am »
Trees like to randomly grow and block the path. You better arrange paved roads across the soil, if you live in the forest.

761
Is it possible that it simply ran away? Werecreatures turn to flee once full moon is over.

762
DF Suggestions / Re: A huge buff to Mega Beasts
« on: October 07, 2013, 01:08:13 pm »
Minotaurs, I'd say, need to carry weapon on them more often. It's ridiculous how they come barehanded.

763
I guess I should.

By now I can only giggle imagining some unfortunate soul to waltz into my fortress and put on contaminated shirt. Shame, it won't actually happen.

764
I had to abandon the fort after all, my attempt at quarantine failed. I nobody of my haulers get infected, they all wore gloves, as I bought lots of cloth and made lots of clothing. Problem is that they put contaminated clothes on themselves. Also, there seem to be contaminated ground. I wouldn't be surprised if food was infected as well, considering how many dorfs died while eating.

I couldn't find anyone with coating of dust, like Chaia suggested, but likely they all instantly dropped dead.

765
I don't think checking all dorfs with coating was humanly possible, but I think I've managed to stop spreading by dumping everything around battlefield and those who died from suffocation into magma.

UPD: Spoke too soon - here we die again.

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