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Topics - Zulaf

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1
Other Games / Alabaster
« on: June 19, 2009, 10:16:17 am »
IF, Its not the type of games I usually play but this one just seemed to jump at me and I had to try it, I like it.

http://emshort.wordpress.com/2009/06/05/alabaster-official-release/

Or TIG has a review on it.

http://tigsource.com/articles/2009/06/16/alabaster

There are about 18 possible endings, I've only gotten about 5.

2
Thieves keep stealing my bolts.. the used ones.. that aren't in a stack... the single ones out near the corner of the map...

Right now it seams as though they steal whatever they happen to stumble upon. maybe they should know the average worth of your items(minus the artifacts,stone,wood,seeds ect) and then go for anything at a certain price and anything higher (so they COULD steal artifacts it just wouldn't be in the calculations thus they wouldn't come to a target price of 1mil dwarf bucks). That's not to say there couldn't or shouldn't be thieves coming to your fort JUST for one of your artifacts.

This would keep them from stealing all the bolts lying around. Now the macaque i could see stealing a single bolt.

3
Other Games / 3059 and 3069
« on: January 10, 2009, 06:30:52 pm »
I was board so i was going through my bookmarks cleaning them up and stuff, i open one and this pops up "Announcement as of Jan 10th, 2009: 3069 is coming..." i gleed allover my self. i loved 3059 but the controls where wierd(far as i remember anyways) and there where some other tidbits that irked me so after awhile i stopped playing it, but now there's the future to look forward to... ten years to be exact..... within at least a day.... hopefully...

His website
http://people.umass.edu/jvight/3059/index.html


4
DF Bug Reports / The Amazing Aqua Dwarfs
« on: October 30, 2007, 06:24:00 pm »
I started next to a sea surrounded by land on 3 sides and come Autumn the caravan came from probably the farthest point away from the fort, but thats not the problem here cause unlike the immigrant they didnt crawl out from the sea.


They came from where my wagon started at.


5
DF Bug Reports / Heres a doozy.
« on: November 04, 2007, 09:13:00 pm »
I started at a goblin town... thing.. i couldnt tell what it was but it had gobys so... anyways when i started i promptly got ***** prison style, so i decided i'll reclaim and have a squad of trained dwarfs this time.... i was WAY off i got a whopping 147 dwarfs.... I think it calculated that ALL the items on the map where my forts wealth when in fact i didnt even reclaim it when i first arrived.

6
DF Bug Reports / The Dreaded Magma Dwarfs......
« on: September 14, 2007, 09:59:00 pm »
Beware they are immune to all magma and there cloths get magically fire proof....

....and all there animal are immune too..


I did a search and couldnt find anything about this..
Luckily i made a backup before i tested out my magma moat(always do)...
You see it made my steel aquduct blow up... maybe i used to much copper, i could have also seen iron and thought it sayed steel..


7
DF Suggestions / Objects wash downstream.
« on: November 28, 2007, 11:42:00 am »
I was reading the mine cart subject and it got me thinking when i read the bit about flumes. what if to make objects wash down stream water sorta grabs objects and creatures? it would be just for a tile or so then it would be released and not to long after another water..... thing would grab it. i dont know how this would work but just thought i would plant a seed of thought.

8
DF Suggestions / Cabinets/Coffers in a workshop.
« on: February 28, 2008, 12:21:00 pm »
I was thinking it was a good idea to be able to put cabinets in a food related workshop for extra storage, it wouldnt just make it less clutterd but the food in the cabinets would stay there until you gave a order(workshop job) to clean up(this job could even be done when there isn't a container in the workshop).

As for coffers they could be for say a mechanics shop/crafts dwarf or there could be weapon/armor racks for the smith. now that i think about it you should be able to take the containers out of the workshop without removing the biulding it could be done from the preference screen.


P.S A question just struck me.. the way the workshops are, are they just a place holder till theres a better system for workshops?


EDIT: bleh miss spelled a word.... and used a wrong word. i hate doing that kind of thing only to notice it much later. what its been an hour now?

[ February 28, 2008: Message edited by: Zulaf ]


9
DF Suggestions / Chiped,Dented,Bent,Burnt,...
« on: October 16, 2007, 09:24:00 pm »
ripped,torn,scratched,cracked,warped,melted ect ect ect

Would be nice if items got worn down differntly(and showed it) by the way it was used, instead of just how long they have been used for.

Of course the value would go down(not sure if it goes down now) but at an appropriate amount for each type of damage it sustains. also if a sword or xbow got bent/warped it would be less accurate or do less damage.


10
DF Suggestions / Animal "training"
« on: October 14, 2007, 03:06:00 am »
I recently captured a bonobo and sent someone to train it and i watched the dwarf grab some meat and it was cat meat, well that made me giggle cause if there training the animal with cat meat would that make the animal crave cat meat?

11
DF Suggestions / Thieft
« on: October 04, 2007, 09:32:00 pm »
Was playing and got an idea about the thiefs and mandrills. i was thinking it would be cool if the mandrill/thiefs didnt just poof disapear but instead they have a camp for awhile on map so in case a artifact gets stolen, or a lot of food and you need it for the winter you can go raiding there camp. you could even save the children if they get kidnaped, there could be a time lemit for this in the form of another kidnaper appearing on map to buy the child from the one who stole it.maybe you could have your soldiers carry back the loot(including weapons clothing bags ect ect.). there could be more insentive to raid there camps cause they might want to comeback a steal some more.

12
DF Suggestions / Muti forts and how it might be possable.
« on: December 07, 2007, 11:15:00 pm »
Ok i was... lets say pondering*.... about multi forts the other day and remembered something i read somewhere that you will be able to control a dwarf in your fort. well what if you can only control your expedition leader, mayor, king ect ect, and to be able to control a fort your current leader has to be there.

Ok now there would have to be a few specialty things like messengers if your fort gets attacked, a successor so if you leader dies. i thought i had more, must of forgot. I just thought about trading and i dont know what would be done with that..

Now i would like to see the caravan suggestion go in for moving to and from forts.

This is where the messengers can be used. say your going on a trip to another fort to manage it and it takes 1 season to get there. the messenger comes running(ridding a horse? maybe? hopefully?) down the road to you with the report that your scouts have seen a army coming to your fort and they will be there in 3 seasons so you send him to the other fort to gather more troops for the fight, or if its a small army and you think the fort can handle it you just send him back.

I would think there would have to be settings for your fort when your not managing it like the build X amount of Y when stocks reach Z sort of deal and the Perma plant gathering suggestion would work good too, and seeing as the farms dont fade now you would just leave them. Also there could be a setting in the military screen that lets you set what dwarfs to send out if a messenger comes asking for support while the leader isn't there, or even what units to use as a malita if your troop count get below a certain point.


If you leader dies and there is bad blood between one or more possible successors and the real successor, or just the populace just dont like him/her this could lead to a rebellion.


I coulda sworn there was more but i cant remember.


P.S. * = Sitting on my porcelain throne.


[Edit] Freakin typos i gota start proof reading.

[ December 07, 2007: Message edited by: Zulaf ]

[ December 07, 2007: Message edited by: Zulaf ]

[ December 07, 2007: Message edited by: Zulaf ]


13
DF Suggestions / immigrants bring stuff.
« on: September 23, 2007, 11:39:00 pm »
Well i had this idea for awhile but forgot about it till i read a post about immigrants. well i was thinking why dont immigrants bring stuff to the fort (perhaps on a carvan or mule?) like food or some extra clothing, maybe even furniture, most likly would be made from wood. i mean who the hell would want to carry a chair made out of stone for who know how long a distance and time?

14
DF Suggestions / Psychokinesis?
« on: September 18, 2007, 08:42:00 pm »
I had a dream.... yes i had a dream of df last night...

Anyways in my dream i seen a wizard(i guess he was throwing fireballs and teleporting and whatnot.) and another character chasing him throwing objects at the wizard but the objects where just flying at him. there where mostly boulders but they ran through a stockpile and some barrels got thrown.

Anyways my suggestion is would something like psychokinesis be possible?

P.S. was that a pathetic dream or what?

P.S.S. what does P.S. mean?


15
DF Suggestions / Baby sitting ai
« on: September 15, 2007, 12:17:00 pm »
Would it be possible to get another option instead of abandoning the fortress? it would let you set up an AI so it can run the fortress and you can visit it as if it where a town in adventure mode, but its still running from the AI you've set up before you left it.

Or would this be like having two instances running at the same time? Or be too hard to do?

[ September 15, 2007: Message edited by: Zulaf ]


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