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Author Topic: So apparently we'll be able to actually conquer the world in the next update.  (Read 2903 times)

Bumber

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One of the things that isn't that huge about this, but I still find exciting, it's the possibility of sending items into the hills as well. Depending on the system you can get rid of your lag-inducing "garbage" items quickly by sending that stuff away into the hills, and just request a sock of you really, really need one for any reason even if there isn't any. You still have the item but it's not lagging your fort with extra pathfinding anymore, best of both worlds.
What happens if you later need to visit that site as an adventurer? Why not just destroy your garbage instead?
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

FantasticDorf

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I wonder if you could expand the trade network of tame and importable animals by sending off breeding populations to the hillocks? Trade networking in the game already does implicitly work like that, where settlements will gather up materials but not in the same scope of a player just giving the merchant faction things.

Probably not.

On the other hand i look forward to making ghetto hillocks to help boost numbers of non-dwarf races.
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Leonidas

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I wonder if you could expand the trade network of tame and importable animals by sending off breeding populations to the hillocks? Trade networking in the game already does implicitly work like that, where settlements will gather up materials but not in the same scope of a player just giving the merchant faction things.
If you want more animals, raid the elves. I can't butcher all the horses and leopards fast enough.
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Urist McVoyager

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I wonder if you could expand the trade network of tame and importable animals by sending off breeding populations to the hillocks? Trade networking in the game already does implicitly work like that, where settlements will gather up materials but not in the same scope of a player just giving the merchant faction things.

Probably not.

On the other hand i look forward to making ghetto hillocks to help boost numbers of non-dwarf races.

Not likely. That's probably going to have to wait for the economy arc where Toady actually makes the embark list of a civ correspond to on-hand stocks. Until then, you won't be able to expand the list of domesticated species a civilization has. Which I'm assuming is what you mean. Being able to tame a species like gorillas until they're close to domestic and then offloading them into the hills to finish the transition.
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FantasticDorf

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Training megabeasts to be more controlled in battle via over-enthusiasm to commit destruction on the enemy (inadventently targeting your own troops) may also prove a valuable skill asset for animal trainers.

Tone it down if too high onto the right targets, except when they flip out and forget or turn it up if too skittish by enforcing some median personality changes to the desired type (or just change how war animals react in general)
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