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Messages - Urist McVoyager

Pages: 1 ... 72 73 [74] 75 76 ... 89
1096
Don't use chests for hospital storage. Forego chests there and just use stockpiles. They won't trip the kleptocracy bug.

1097
DF Dwarf Mode Discussion / Re: Military broken again?
« on: July 16, 2014, 10:53:30 pm »
Hopefully the next development cycle will mix Optimization and the Army Arc so we get some serious improvements to the military. We'll need them, that'd probably be the point where we start seeing portable siege weaponry and sappers on the battlefield. It'd also mean us getting to send out militaries and integrating the Hill/Deep dwarves into our society as an active tool. I'm hoping for tighter formation control and smarter enemies too, and maybe seeing non-combatants on the field as support personnel. All we get right now is raids, really. What we need is true sieges, with engineers and workers building walls and fortifying enemy positions to block us in.

Being able to truly fight wars shall be glorious and brutal all rolled up into one. Hide while you still can, because once things get fixed, you'll have nowhere left to turtle without serious defenses besides a closed door.

1098
DF Dwarf Mode Discussion / Re: Ghost reporting crime........
« on: July 16, 2014, 10:38:18 pm »
It's a feature until proven a bug.

How does one "prove" a bug?

You report it on Mantis and see if Toady comes back with a response about it not being a bug.

And how did convicting the cow kill the fortress? Crash, or Spiral?

1099
DF Dwarf Mode Discussion / Re: Giving the Elves their damn trees back
« on: July 16, 2014, 10:34:42 pm »
That'd be finicky as Hell to pull off if you're working directly with the trees themselves. You'd need to track where the elves were going on the map, and you'd have to plot which trees they get within two squares of during their trip. Then there's the timing. If all you're worried about is using logs to kill them, all you have to do is set up a Depot trap. Build walls around your Depot, with a drawbridge for one wall so you can lock them in there. Then set up a retracting bridge for a roof, stick a stairway or ramp for top access, and make that roof a wood stockpile. Hook the retractor to a lever, and pull the lever to drop the logs on their heads. Close it again, refill the trap, and repeat as much as it takes to kill them.

1100
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 16, 2014, 10:49:54 am »
I've got a Fortress surviving into autumn on 40.03. I might contribute too if I can keep it going long enough for children to appear. I got a summer migrant wave that had eight adults, how (un)lucky is that?

If you can work fluid logic well enough to figure out timers, we might be able to use a living enemy to scare the kids. Just gotta time it so the enemy's only exposed in short, regulated bursts that don't keep the kids from taking care of themselves. First thing I'm going to do once I get my forges churning out battle gear is to build a hospital wing and an adjoining childcare wing that can feed injuries into it if need be. Assuming I get any kids in my fortress in the first place.

1101
DF Adventure Mode Discussion / Re: Best DF2014 conversations
« on: July 15, 2014, 09:23:52 pm »
Everything in this game is inevitable.  :P There's too many players running too many forts to let much pass by.

1102
DF Dwarf Mode Discussion / Re: Enough with the climbing!
« on: July 15, 2014, 09:19:58 pm »
Agreed. The only time I've run across the climbing issues with trees was when I tried a no points embark. As we all know, those require dismantling the wagon, and . . . I lost a guy to drowning because he fell in a pond.

1103
DF Gameplay Questions / Re: war dog training 'no creature'
« on: July 15, 2014, 08:50:30 pm »
There was an answer to it: pen the dogs in 1x1 animal pens. What happens is that the animal trainers are going to where the dogs were when the task was first set, instead of where the dogs were when the trainer got there.

1104
DF Gameplay Questions / Re: Df2014 necromancers
« on: July 15, 2014, 07:42:37 pm »
They can still use armor and weapons now . . . so wooden bolts aren't likely to get anywhere.

1105
I've been a victim of it. Don't do No-points embarks without using a burrow anymore. I had a guy fall into a pond and drown this afternoon.

1106
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 15, 2014, 07:22:15 pm »
Yes, which means NOT desecrating kids. In fact, you're building up the kids in order to make them capable of killing off hordes of gobs. So yeah, keep up the grand plan and share it with all of us.

1107
DF Adventure Mode Discussion / Re: Ironically parody-like takeover
« on: July 15, 2014, 07:20:14 pm »
I love LoZ . . . so by all means, continue your obsession. In fact, 34.11 had a LoZ mod named Earthward Pick.

I look forward to the days when it gets updated.

1108
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 15, 2014, 07:05:43 pm »
It's only desecration if you're doing it to harm or kill them. That's not the intent here. The intent is to find something productive to do with the fortress children so they grow. You know, like real-world school and chores are supposed to do.

Why not try the passive tools? Pools of water and empty spaces for them to swim through and jump over to get places. Maybe a hostile tied up within sight to provide discipline training, but not close enough to attack. Little stuff like that to periodically but routinely build up stats. Sure, it won't be as fast as active tools, but we're experimenting. We need more data.

1109
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 15, 2014, 06:42:20 pm »
Eh, it could work for many purposes, not just military. It's more like, if this works, we just came up with the Dwarf Fortress version of the school system.  :P And I'm sure it'll get stickied and possibly added to advanced fortress guides the way working hospitals and the military system already are.

1110
DF Dwarf Mode Discussion / Re: Dwarven Child Care [Reboot]
« on: July 15, 2014, 06:14:24 pm »
With the animal model we were seeing temporary gains in attributes like that, which rather quickly fell back down after the child was released as an adult. I forget what the permanent change was, but it wasn't much. A permanent drop in something.

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