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Author Topic: Experimental Surgery  (Read 4119 times)

Kynrael

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Re: Experimental Surgery
« Reply #30 on: June 23, 2011, 05:44:55 am »

I'll try all those ideas out when I find the time to create my scientist fort.

I've also got to find out which skills I must prioritize in the first seven so they are autonomous to perform some !!science!! like building the surgery rooms and such.
I can't get them to meddle with any migrant, otherwise they might end up suffering tantrums and such. And keeping them at a small number means I won't have many problems to keep them happy and fed, so I can't really "recruit" some migrants to their team.
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Vodrilus

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  • Has been forced to endure NaNoWriMo failure.
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Re: Experimental Surgery
« Reply #31 on: June 23, 2011, 08:58:18 am »

Would a 1-level drop do the trick for triggering said weapon trap? ???
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Going backwards in reversed time (just like everybody else).

Sandrew

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Re: Experimental Surgery
« Reply #32 on: June 23, 2011, 11:24:33 am »

Probably.
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kotekzot

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Re: Experimental Surgery
« Reply #33 on: June 23, 2011, 02:45:26 pm »

Most certainly.
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Dwarf Fortress: Where violent death is a renewable resource
Bro, your like... thinking like a square man... its like, the WHOLE lamprey is just like, one big NECK dude, you know? its like hahahaha! dude protect the trees though, seriously. *inhale*... anyways... you like, want this dead black bear, bro?
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