Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Renugal

Pages: [1]
1
Rhaken have you ever considered writing a dwarf fortress story? As in completely fictional with only you writing but based on the game. There are stories like that

I'd buy it.

Unrelated though, will you be using the newest version of DF or .34? It would be disappointing to get far along into the fort then just stop dead because a new update broke compatibility between versions.

2
Kobold request imminent:

Name: Nic'zul
Occupation: I don't remember the exact name for it, but whatever profession it is that makes tents and most of the more basic buildings. Leatherworker maybe? I'm not sure.
Sign: Whichever one you think is best.
Note: Preferably I'd like it if you made Nic'zul male, but it isn't a requirement.

If Nic'zul isn't the first to die I'll be horribly disappointed, now.

3
DF Community Games & Stories / Re: The Hall of Legends
« on: December 30, 2014, 01:47:14 pm »
+1 to Demongate, simply for the amount of overseers Gnorm managed to kill off being a new record I think. Just fantastical.

4
Its a know fact that if a dwarf enters a boat it causes said boat to sink to the bottom of the sea. The way around is to hook the dwarfs to a life preserver and use them like a weight balance.
It also seems that the sinking effect can be reduced by having no cats at all.
Cats absorb gravity from the sun. If there is no sunlight to gather gravity from, they gather it from the earth or the moon instead.
Dwarves absorb this gravity, counteracting buoyancy.
Having as many dogs as cats in your fort also helps negate this, since dogs create levity, the opposite of gravity.
Of course, since dwarves absorb gravity from cats, if you want to safely sail with dwarves whose fort has cats, you need at least 2 dogs per dwarf on your boat.
If you want to get technical, you need one dog per catdwarfyear. One catdwarfyear is defined as the gravity absorbed by a dwarf by being in a fort with 1 cat for 1 year. If a dwarf has resided in a fort for 3 years and for those three years there have been 10 cats, you need 30 dogs to counteract the gravity the dwarf has stored within itself.
Armok help you if you need to counteract the gravity of a victim of a catsplosion...

OH, of course, you're talking about the well-known phenomenon of the gravitational pull exerted onto dwarves from the forces produced by felines. Everyone KNOWS that only humans are able to resist and completely ignore the powerful gravitational pull the cats generate without the need for canines, so that's why you said the captain would have to be human. How could I have been so ignorant to have forgotten that?

Spoiler (click to show/hide)

5
Gonna go ahead and just bump this up a smidgen. Is everything coming along alright?

6
The sole thing that worries me is that no dwarf knows how to use a boat.
Must be human captains.
Or dwarf-human hybrids.
Boat use is genetic, you know.

...What? How did you come to that conclusion?

7
It would be easy to whip some reason up on the fly. The fort's being blockaded making it suicide for the boats to leave the port. They're stationed there after delivering troops to the fort and won't leave the docks until the soldiers are back onboard and it's time to go home. There's a real icky tide and the sailors don't wanna get a boo-boo. The captain got a splinter and is throwing a tantrum.

Real world shipyards often kept a few ships on retainer in the case of attack by water, so it wouldn't be so odd if a few were docked most of the time.

8
Oh. Oh my. I remember the Meatgod thing. Gave me the creeps then. Gave me the creeps now.

I have a test in around 11 hours, followed by a day of trying to get a map-reduce framework to not be a fiddlin' twat. After that, I'll get around to writing some shit. I fucking promise.

!!WARNING!!: Those spoiler tags are there for your protection.

Regarding the sequel. There are a million things we can do to keep it within the Steelhold universe. The Saints and the Bloodkin are part of but one world, after all. The Saints might be mobilized in a different world if need be, and Shank's mission is
Spoiler (click to show/hide)
In the planned ending,
Spoiler (click to show/hide)
which may leave the Saints to turn their attention to other worlds.

If can stick to this world and move to a different landmass, or move on to another world entirely. Either way, this 'verse can continue if we wish it. The hard thing to settle on would be a theme/setting for the fortress itself.

Once again, I'm all for a coastal fort. I like building massive wooden constructions over or near the open water, like waterfronts and slums and fishing villages. Hopefully, that's not just me. A scheme of segregation like the one present in Glovedloved wouldn't go amiss either, or something more in line with I'll be writing about tomorrow: a central fortress, surrounded by tiny farming hamlets in the caverns. Also, a heavily fortified cliff-face. Always wanted me one of those, though I have no idea how to cause conflict from just that.

Oh wow, goddamn. I just had me a wicked idea for a plot in a coastal fort. If we don't settle for one of those and I can find the time (bahaha, I crack me up), maybe I'll run it solo.

So, in short, the way I see it, we need the following:

  • Establish a setting. Do we carry on within the Steelhold world? Keep only its growing mythos? Start anew? Do we establish a direction for a new setting, or let it emerge the way it did in Steelhold?
  • Build the world. Do we stick to vanilla DF? Throw in a few mods to diversify civs, or add references to the Steelhold mythos, if we stick to it?
  • Choose a location. The resources available within an embark can determine the local economy, and the possibilities for the fort's future. Where do we embark? The desert? A forest? A mountain? An ocean, a cliff, a massive river?
  • Find a source of conflict. Conflict is the heart of a good yarn. Where does it come from? Internal schisms only? Internal as well as external? What's the external threat? What's the internal threat? What divides our dwarves? Rich vs Poor? Guards vs Inmates? Communists vs Capitalists? Zealots vs Scientists? Secretive Corporation vs Secretive Corporation? How many of these pile-ups can we get away with? And this says nothing of how much room is left for emerging factions (which should be plenty, as we've seen that it works well).
  • Do we set longterm goals for the fortress? We could be trying to dam a river. Build a surface castle, a shipyard, a giant statue of Armok's wang. A geothermal powerplant. Work on a more practical, long-term project, such as a surface town, or something of little to no practical use, like a temple complex, a fortified wall, or Demongate's schoolhouse? Or even nothing at all. This is Dwarf Fortress, and we are all proven loons. An idea is bound to pop up sooner or later. It's just harder to execute truly massive, long-term projects with yearly succession.

As for Demongate itself. If we can't keep it alive, I suggest we make with the ending. No idea how we can contact Gnorm to get his part of it, though.

Did you think that you could get away with putting the words "Coastal fort" and "Shipyard" into the same post without someone nerding over it? Hah hah, please.

If Demongate's successor happens to go down that route then it will be only natural progression that it's players begin to make it a sort of competition over who can build the bestest boat within the span of a year, flaunting their dwarven magnificence and ingenuity over those who could only dream of such overwhelming beautiful and otherworldly machinations that almost glide off the surface of the seas. But with the inclusion of ships also comes with it some circumstances unusual to the normal dwarf fortress experience. If there are to be boats, then there would also have to be a crew to man it. Someone to guide the ship through the featureless seas, a navigator. Someone to command them all, the captain. Of course, the game doesn't support anything like going out of the site of the fortress or even moving sea vessels for that matter, but this IS a group of role players, it would be easy to say that the boats are out searching for new lands or patrolling nears the coasts and protecting trade.

Speaking of trade, lets talk about the overly romanticized vultures of the oceans, pirates. Yes, we could have members of the fortress be pirates or buccaneers, sailing the waters in search of a floating treasure trove sporting our enemies colors as their flag. But before you get too giddy and start imagining how you can make a character like Jack Sparrow, lets take a closer look at the dwarves themselves.

Where does the dwarves get their inspiration from? What are the dwarves based on? Will I actually make a point with all these questions?

The first clue of the dwarves' real world inspiration is there appearance. Every single dwarf I have seen thus far have very long beards, usually with braids, and some art for the game has shown the little men wearing the classic dual horned helms we have all seen at some point or another. Anyone with a bit of mideastern knowledge will probably identify those a two traits as being most common in old Scandinavia ( current day Sweden or Norway). There are a few other similarities, like the religious system the dwarves employ being pagan, same as the Norse, and such, but the dwarves technological prowess when compared to the rest of the world(s) they inhabit throws the whole comparison into the curb somewhat. While being impressive with their fancy plaid clocks and scary horned helmets (which weren't an actual thing, by the way), the Scandinavians weren't exactly known for their outstanding intelligence or advances into technology. Nor does their own government function the same as the dwarves, who employ a much more refined monarchy, while most of Scandinavia was made of chiefdoms rather then lords and kings. Most of the real improvements to known science were conceived in the western coast of Europe, not the Mideast. Yet still, the dwarves outclass everyone else when it comes to their know-how, and we players do make sure to rub in to all those good for nothings on the surface, which brings me to the conclusion of the question of the dwarves real world counterpart. According to my unprofessional opinion, the most accurate equivalent ethnic group of the dwarves of dwarf fortress to the real world would be a Westernized Norse. Yay.

And finally I get to the point. What were the Norse known for? To name just a few things, Beowulf, Thor, and Vikings.

What I'm saying is, we could make our dwarves Vikings and it would totally fit. So yeah, Coastal is the way the go. Please.

9
Assuming the dwarf is male, can I be dwarfed as Medtob Ageshfath renamed to "Teldgr"?

No one in this hovel knows much about Teldgr, other then his knowledge on the arts of healthcare and his extensive love for coin. A cold hearted doctor that has adopted the capitalist mindset. Sooner to let someone rot of infection then not get paid. How fortunate for Riverrun that the good doctor has a standing long-term contract with the Joyous Steel Company.

Apparently someone had spread around the fortress the idea that his name was "Medtob" or some other nonsense. Some dwarves are just born stupid.

10
I still don't see how a lizard snail would even function, or what the point of stealing the shell would be.
I just glue a shell on to a lizard thinking it will boost defenses for the poor thing.

But wouldn't the shell weigh down on the lizard, causing it to move much more slowly and inevitably be caught and eaten by a predator that it could have otherwise outrun?

11
In other news, on the floor of Vlad's bedroom is the master artwork of Id Kikrostkir titled Soshvakist, "The Sandaled Lace". The image shows Dantheman surround by rats, utterly terrified. Presumed to be screaming as well. I'd like to imagine that Vladimir wakes up every day and just looks down at the engraving, wishing that the fortress had a pit full of rats then wondering if he should make that a mandate.

Also, hello. I've been here all along, my post are invisible.


Pages: [1]