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Messages - Karpatius

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1
DF Dwarf Mode Discussion / Re: Unusual Artifacts
« on: August 24, 2009, 02:41:29 am »
For some reason my last three artifacts have engraved on them the following image:

On the item is an image of Kivish Plankrouts the dwarf in *material*. Kivish Plankrouts is traveling. The artwork relates to the flight of the dwarf Kivish Plankrouts into the Mountains of Satin in the early spring of 201.

A catapult? A hot-air balloon? Oh wait, those run out of fuel ( booze ) as soon as they get off the ground... Carried by a giant eagle? Giant drawbridge? Into the mountain... a dwarf missile...?

2
DF Gameplay Questions / Re: Caged goblins - What now?
« on: December 15, 2008, 03:09:48 am »
One of my guards had a thought after sparring in a goblin-cage-barracks:

He saw something unpleasant in a cage recently.

So a gobbo zoo is basicly a house of horrors... Move the cages! Now!

3
DF Suggestions / Re: Detailed statues
« on: November 27, 2008, 07:41:44 am »
I'd love statues of random creatures and objects. Just a "statue" feels a little vague.

Imagine a statue of a named dragon, decorated with the dragons own bones and encusted with innumerable gems at the only entrance to your fortress. Eternal happyness for all my subjects!

4
DF Dwarf Mode Discussion / Re: All fisherdwarf colony?
« on: August 16, 2008, 03:03:40 am »
R'lyeh arise!

5
DF Dwarf Mode Discussion / Re: All fisherdwarf colony?
« on: July 14, 2008, 06:07:14 am »
Fish-scale-wine... the smell must be incredible... Let's just hope the dwarves have a sieve of some sort available... Scales are bad enough in food.

I wonder if coffee wine ( if the game featured coffee beans ) would give a temporary job speed boost at the expense of quality ( caffeine shakes ) or something...


Also, salt from drying up saltwater at an ashery/kitchen could be considered a non-edible cooking ingre... hold on... Salted meat and pickles...
Could this be a minimod...?
I wonder if Toady would hardcode salt causing thirst "injuries"?

6
DF Modding / Re: We want better meals! No more boscuits!
« on: July 14, 2008, 05:58:56 am »
Full-alcohol-biscuits are made my drying up any dwarven alcohol to the point that the drink solidifies, atleast to a jell-o fit for cooking. Do not try with real cooking...

7
DF Modding / We want better meals! No more boscuits!
« on: June 24, 2008, 03:14:26 pm »
Biscuits day and night. Biscuits summer and winter, spring and autumn... I'm sick of them!

So I decided to test some of my own "receipes" for variation, and it's actually way too easy to make new meals into the game. Keeps things a little more interesting, too. Just two types of food in each category is way more interesting.

So, here are some of my receipes. All you need to do is add one or more "receipe" to the item_food.txt in ( raw -> objects-folder ) and you get random meals from the kitchen. ( Meat on meat sandwiches. Yum. Also, salads are for weedy elves )


The receipes work as follows:

[ITEM_FOOD:ITEM_FOOD_NAME_NAME] -Defines this item as food, with a one- or two-part name for the game to identify it
[NAME:name] -The name that will be use in-game ( This is a stack of 5 ingridient name )
[LEVEL:2] -Amount of ingridients ( 2 for Easy Meal, 3 for Fine Meal and 4 for Lavish Meal; these are used in the game )


I myself added the following receipes on a small receipe-mod for fun and in-game variation:

Easy Meals

[ITEM_FOOD:ITEM_FOOD_SANDWICHES]
[NAME:sandwiches]
[LEVEL:2]

[ITEM_FOOD:ITEM_FOOD_SOUP]
[NAME:soup]
[LEVEL:2]

[ITEM_FOOD:ITEM_FOOD_JERKY]
[NAME:jerky]
[LEVEL:2]

[ITEM_FOOD:ITEM_FOOD_BUN]
[NAME:in a bun]
[LEVEL:2]

[ITEM_FOOD:ITEM_FOOD_SMOKED]
[NAME:smoked, following the old receipe]
[LEVEL:2]

Fine Meals

[ITEM_FOOD:ITEM_FOOD_GRILL]
[NAME:grilled to perfection]
[LEVEL:3]

[ITEM_FOOD:ITEM_FOOD_STEAK]
[NAME:steaks]
[LEVEL:3]

Lavish Meals

[ITEM_FOOD:ITEM_FOOD_ROAST]
[NAME:roast]
[LEVEL:4]


I've made a sample receipe list/minimod, that you can simply download or save into your raw -> objects folder to add some additional foods into the game.

Karpatius's Kitchen Mayhem Mod
http://nowhere.fi/dwarffortress/item_food.txt

What kind of receipes do you give your dwarfs?
And please offer me some feedback on the idea and functionality.

8
DF Dwarf Mode Discussion / Re: All fisherdwarf colony?
« on: June 24, 2008, 01:57:17 pm »
Innsmouth does not feature any animals. The villagers cannot keep animals around.
And neither do they have hordes of mushrooms in stocks... not even the unnatural ones growing on the piers...

9
DF Dwarf Mode Discussion / Re: All fisherdwarf colony?
« on: June 20, 2008, 06:06:36 pm »
You can actually name your fortress "Innsmouth" in the game...

Bonus points for building wood-only cottages and trapping outsiders in an "inn" located in the town.

10
DF Dwarf Mode Discussion / Re: Use for artifacts?
« on: June 13, 2008, 05:27:00 am »
Give us dwarf museums!

11
DF Dwarf Mode Discussion / Re: Use for artifacts?
« on: June 13, 2008, 04:48:00 am »
I so would like an artifact pedestal to show off artifacts in a museum.

Pedestal makes a museum room...? Now there's an idea.


Is there any other use for non-furniture artifacts than just fortress value, carrying it around and bashing enemies with a legendary heirloom that's a part of your races history?


12
DF Dwarf Mode Discussion / Re: muskets!
« on: June 13, 2008, 03:16:00 am »
Fireworks could be a possibility, firing them causing happy thoughts to all dwarfs outside and revealing and possibly scaring invader away.

Muskets are too modern, so flintlocks would be more realistic. Or did flintlocks arrive after muskets...?

I could see dwarfs using a cannon, though. Saltpeter processed at a workshop and iron/steel bars wasted for cannonballs wouldn't be too modern for our beloved dwarfs. Or just use some of the alcohol for the charge; better quality increases damage.   :p
Hmm... spiked cannonballs? Ouch... And would encircled cannonballs curve in flight...? This needs testing!
Would atleast fling limbs across the entire map if a gobbo happened to be shot at short range...

[ June 13, 2008: Message edited by: Karpatius ]


13
DF Dwarf Mode Discussion / Re: Catonomy
« on: June 13, 2008, 05:29:00 am »
A kitty leather coat from one kitty leather? Must be damn good insulation or stretching.

14
DF Dwarf Mode Discussion / Re: Catonomy
« on: June 13, 2008, 03:27:00 am »
quote:
Originally posted by Yourself86:
<STRONG>You need to render the fat in a kitchen first to get tallow. Tallow can be used to cook meals with it.</STRONG>

Also useful for soap, if I remember correctly. Soap workshops out in the rain...
Soap works as construction material atleast for some buildings. Not sure if you can create soap tables or anything... not that I'd eat off one... the game doesn't feature plates or even napkins.

But isn't soap a pretty ludicrous trade good? With that lake made into soap, you'd not only clean up the whole neighbourhood ( yes yes, sorry for the bad pun ) but get insane profits.


And alcohol meals are possible: dwarven bewerages need a little evaporation and the alcohol solidifies enough for cooking.
Alcohol jelly!


15
DF Dwarf Mode Discussion / Re: All fisherdwarf colony?
« on: June 13, 2008, 04:36:00 am »
Deep One bones and skulls. The meat must taste rancid and the hides smell horrible, though...

Actually... maybe make Deep Ones into the game...?

d Deep One
D Dagon
H Mother Hydra
C Great Cthulhu ( automatic loss of fortress, basicly )

Wouldn't it be possible to give them "telepathic" ranged attacks?
Melancholy damage.   :roll:

[ June 13, 2008: Message edited by: Karpatius ]


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