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Messages - Mantonio

Pages: [1] 2 3 ... 21
1
DF Gameplay Questions / What's the point of trapping?
« on: June 24, 2011, 10:58:59 am »
Hello, I checked the article on the wiki but it wasn't very clear. What good is trapping?

So you can tame vermin, but what's the point of taming them? And if dwarfs that come across the animal traps just eat the vermin inside, then how do they get rat meat / bumblebee brains / toad meat / etc etc? Can I get a butcher to turn the vermin into those?

2
DF General Discussion / Re: Future of the Fortress
« on: June 17, 2011, 02:26:27 am »
Are you planning to give nest boxes a 'Collect goods / Don't collect goods' option, like beehives?

Apologies if this has been asked before.

3
Hello. It seems that none of my military want to follow orders. Instead they just hang around the armoury.

On closer inspection, it seems that they're all trying to put on the same breastplate and mail shirt, despite there being enough for everybody.

Is there a way for me to fix this?

4
DF Dwarf Mode Discussion / Re: Funniest/most bad-ass fortress names
« on: June 14, 2011, 11:28:12 am »
My current one is called 'Mirewall'. It's in a savage warm temperate swamp, and is on top of some fire clay. I'm planning to refurbish the fort entirely in fire clay bricks.

Before that, my Combine theme fort was simply called 'The Last Citadel'. Because in my mind, the '99% of everyone ever born dying by end of world gen' bug is quite fun. I like to think my dwarfs think that they're the last of their kind, and thus the strict semi-fascist regime and paranoid defences are justified.

5
DF General Discussion / Re: PC Gamer does a DF story
« on: June 09, 2011, 06:59:03 pm »
I just got the latest PCPowerPlay and it has no less than three references to Dwarf Fortress. One "Strike the earth!", One "Dwarf Fortress: Dwarf Touching Edition" for the iPad2 and one use as an example of why people still play ASCII games.

We're going to need scans of that as well, if you don't mind.

6
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: June 09, 2011, 06:58:20 pm »
Don't know if it's been posted already, but have a Foul Blendec.
Spoiler (click to show/hide)

I did not draw this, it was drawn for me by someone on 4chan's /tg/ board.
broken image link.

Dammit, let me try again.

Spoiler (click to show/hide)

7
DF General Discussion / Have you heard of Minedraft? It's useful!
« on: June 09, 2011, 04:33:45 pm »
I did a search and didn't find any results, so I thought I would make this topic.

Hello. I've been getting into Minecraft recently and I discovered this wonderful little tool they have, called Minedraft.

I have a feeling the DF community could easily use it as a fort planning tool. I know I have been!

http://minedraft.net/#

8
I'm now imagining DF as a 16 game. This theme version works well.

9
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: May 24, 2011, 06:26:11 am »
Don't know if it's been posted already, but have a Foul Blendec.
Spoiler (click to show/hide)

I did not draw this, it was drawn for me by someone on 4chan's /tg/ board.

10
DF General Discussion / Re: Future of the Fortress
« on: May 24, 2011, 05:32:34 am »
Will Dwarfs become more sophisticated in how they react to danger?

For example, that classic Dwarf Fortress situation where an unconscious troll several Z levels down manages to scare away everyone. Could that behaviour be altered? Perhaps you could make it even more !!FUN!! than before, by making Dwarfs naturally inclined to cluster around unconscious enemies and gawk. Forcing you to either kill the creature, get the crowds to move along, or accept what happens when an enemy wakes up surrounded by pointing children.

11
DF Modding / Re: PIRATE FORTRESS MOD (for 0.31.25)
« on: May 20, 2011, 01:05:11 pm »
So what things you wanted to put in the original are uncodable? What have you managed to alter to fit in the game?

12
DF Modding / Re: PIRATE FORTRESS MOD (for 0.31.25)
« on: May 18, 2011, 08:43:45 am »
Oh wow, you did it. You actually made it!

TUUUUUBES!

13
Embark in a terrifying biome. Build your fort under the premise that your dwarfs believe  the rest of the world has fallen to darkness and is just as bad, if not worse, than where they decided to settle.

Bonus Points: Make your fort Gothic in design. Don't scrimp on the crypts and catacombs either!

Bonus Points: Give your military Silver Shortswords, and make sure each soldier has at least one surface monster kill (Werewolf, Ogre, Foul Blendec, Ice Wolf etc)

14
Ok several idead i came up with.

- Faster healing and possibly healing of normally unhealable wounds (like nerves).
- Animals in good arean are COMPLETELY non agressive even if the said animals are imported beak dogs.
- Hunting in a good area has a chance of springing a non lethal curse (on the hunter or the whole fort) Non deadly things like a distaste of alkohol or temporary turning the hunter into the animal he was hunting.
lol. Irony.

You keep using that word. How is that ironic?

15
I think a boost to happiness gains would be nice. Looking upon a field of downy grass and bubble bulbs (I don't care what Toady says, I prefer to think they're not ACTUALLY made of feather down and bubbles) would calm anyone down. Maybe adding more good subterranean creatures like the Gorlak would be nice as well, in addition to making said Gorlak actually DO something. I mean come on! It has [BENIGN], [CAN_LEARN] and [CAN_SPEAK] in its raws, and is know for its 'stimulating conversation' and 'helpful guidance'! There should be some kind of interaction with them possible!

Finally, good megabeasts. I remember Toady mentioning once in DFTalk that he'd like to make good and evil megabeasts. He gave the example of a good ocean having a giant rainbow shrimp. My thoughts are, why not have the good megabeasts - instead of being purely kill main burn chaotic evil - give you tasks?

Example, say your fort is in a good tundra. One day, a massive Musk Ox, composed of snow and the Northern Lights themselves, appears. It gives you the task of gathering five hundred silk cloth by next year (as to why can be explained with simple mythology standbys as 'Because he was cold'). If the task is completed, it grants you a boon. What sort of boon I can't imagine, but a good one. If you fail, it just leaves, maybe leaving behind a minor curse in the process (in this example, it would make all the alcohol in the fort freeze for a month, meaning you'd had to brew more post-haste!

This looks pretty awesome but i think it's too much straightforward. Look at it this way - you just embark. then some woolly monster finds you, caomes to you and says what he wants of you. Thats not what legendary unique megabeasts, keepers of astounding magical secrets and godlike powers do.
Instead, you should find in legends that the megabeasrs exists, find in legends what does it need from followers, get enough of it for him, build a pretty shrine,  then find a way to summon it to your fort and hope it will actually give you something instead of just saying "thanks a lot guys".

That would be even better! Being able to summon Megabeasts with complex rituals!

BUT, there should be a downside to a summoning. Maybe make it have a small chance to summon a random Clown instead? Because after all, if you make a gateway to the Warp things are bound to slip through.

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