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Messages - TiredOlGoat

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Other Games / Re: Games you wish existed
« on: February 22, 2019, 05:24:37 pm »
Tonally, I do like the idea of a first/third person game where you are just one player, building and creating things, and NPCs move in and help/have their own agendas, all taking place over a period of time. Something like Unreal World, but where your actions effect the greater world; people use your roads, look into your land if you offer to sell it/make it communal/abandon it, etc...

But mostly, and this is a bit silly...

Graphically/atmospherically, I miss pastel colours and weird garish 80's fantasy. Where in Heroes of Might and Magic I/II, or Realmz/Spiderweb Software's earlier work, you felt like you could just randomly stumble across most anything. Crystals growing out of purple forests, vampires that made stupid 'bluh' noises, public-domain-y sound effects...

I feel like most fantasy tries to draw from the same popular-ish roots. World of Blizzardcrafthammer. And that's just fine, if those are things you like! But I have no interest in medieval power armour and ridiculous fantasy swords; I'd like to explore abandoned forts growing out of red-and-orange trees, look up at the alien sky, and feel a sense of peace. Perhaps it was because the market was oversaturated with 'weird' fantasy in the early 90s, in large part due to a lot of shareware. But I miss the environment, terribly.

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DF Community Games & Stories / Re: The Littlest Cheesemaker - Updated 1/27
« on: February 22, 2019, 05:11:57 pm »
Gothic Constantinople sounds pretty amazing, spazyak. Don't sell yourself short!

And, Dunamisdeos... I would never try to change your mind, even as I scream 'NooOoooo, that's not true! That's impossible! NoOOOOOo!' and lose my hand to a rampaging burrowing annelid man. For one, I'm enjoying it a lot, for another, to each their own; even if, ahaha, well... So it goes. And, of course, I can't protect everything, or everyone. But it's nice to pretend, ahaha!..

Back to TLC, though, it's the only one I've actually bookmarked to read to completion in years, just saying!


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DF Gameplay Questions / Re: Advise my plans for civilisation?
« on: February 22, 2019, 05:05:25 pm »
Why, hello there!
Thank you for stopping by... Oh, and I'm the first (you know of) to try something like this?! Yay, I shall have to report back on my findings, then! :D

There are intelligent sealife? I thought it was just dwarves, demons, goblins, kobolds, humans, and some elves.

Man, that makes the whole "chain merfolk up to start a breeding program so you can sell good made of their bones" thing people did kind of terrible in retrospect.

One of the reasons I never posted here even though I registered ages ago is, well, I'm not a fan of how most players play. I'd never tell other folk how to run their games, and I'm glad they enjoy it that way, but... I find a lot of posts and jokes terrible. Anyway, putting that aside, I liked trying to protect other creatures on the map even before the petitioning system was added... Even on evil/savage maps. I'm a strange fellow. There are quite a few intelligent/possible to gain intelligence critters, though, including some weird creatures. I think gremlins and pixies, for example!

II. As for your question about keeping the ocean from freezing: "probably, but there's only one way to find out." I think people use a similar method for melting glaciers, but that's through the ground (a thin layer, not a full z-level)./

Hmrn... I think, then, the best possible scenario would be to make my lava-glass-seawall go down to the seabed, too. Not only would it be pretty and pointlessly opulent, as I favour... It'd be the best way to test this theory for future players. I'll let you know what I discover.

III. Not sure, but why chance it? Weapons, armor, and training areas should be stationed in the underwater home, as well as safe areas. Just in case any of the fish/whales/sharks get ideas.

And why stop there!? I think I'll add pre-stored goods and underwater workshops/barracks, so that even visitors can defend themselves if things get... Funky.

IV. Dwarves might try to go there, but I think they're smart enough to avoid jumping into water. You might want access through a stairway instead of a door, just in case.

Sounds like a fun project.

They occasionally wandered onto the cold sea, so I'm wary of them risking it, but mostly your advice seems to be sound (haven't gotten far enough to give a solid answer myself, yet). Oh, and it's been great fun! The civilisation update has made the game a lot more like the game I want to play, if that makes any sense. Uh, I still wish caravans would use the roads I build, and that there were more 'boring' peaceful things to do, but... So it is and so it goes.

Thank you for your interest, help, advice, and all that! If I can return the favour, let me know? My advice might be helpful, outdated, or questionable at best, but it's always delivered sincerely and with a smile!

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DF Community Games & Stories / Re: The Littlest Cheesemaker - Updated 1/27
« on: February 22, 2019, 04:36:16 pm »
First of all, this is DF, and it will descend into the darkest depths of horror. That's what it does. It's like the return of Cthulu, you can only stave it off, never fully prevent or destroy it.

With all due respect, fellow goat-appreciator, I must dissent. For example, when Cthulhu arrives, all you have to do to survive is embrace the greasy tendrils of his batrachian countenance. Though I personally prefer the black goat with - wait, wait, we can discuss theology some other time! (Perhaps at the ruinous bas reliefs past the basalt pillars?) I mean to say that my forts are all peaceful places. I've come to accept I simply play DF in a very different way than most people. Perhaps I'm just a fan of the boring and predictable -

Second, it is super adorable. That never changes :3

Then all is well. :) I just want somebody's life not to suck, even if it's only a fictional character, ahaha... hah...

:S

Maybe best to leave off after chapter 1.

Truly, the kindness of the righteous, caring for your audience like this! Don't worry, though. I had a suspicion... I'll either power through with the force of increasingly unwieldy optimism, or go silent - but keep rooting for Misty. (Silently.) After all, like Dunamisdeos said, I'm the odd one, here; what I'm looking for probably doesn't exist.

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DF Community Games & Stories / Re: The Littlest Cheesemaker - Updated 1/27
« on: February 22, 2019, 04:16:30 pm »
I'm not really a fan of the 'popular' aspect of stories like this; as a writer, editors only, please! Heh.
But, though I just started, this story is adorable. I hope it doesn't get stupidly dark for the sake of it; there are plenty of stories like that, right now, and a relatively peaceful, cosy story about the greatest cheesemaker to ever live is about what I need in my life, right now.

(also, great avatar, evictedSaint!)

I won't comment much, since I'm still catching up (juuust finished chapter one), but even though I'm not really a fan of democracy-in-story-telling, you all do as you do. And of course, evictedSaint, please keep at it! I'll be rooting for lil' Wheeldream!

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DF Gameplay Questions / Advise my plans for civilisation?
« on: February 22, 2019, 03:20:31 pm »
Hello there!

Long, long-time player here, with a question about my latest fortress. Based on the golden ideals of the classical era, the fortress is based around being a beacon of knowledge, learning, and distasteful amounts of bronze/brass/marble philosophy. The fortress is based on a lonely island 'cross a cold ocean, a safe and placid land where (as the world of the mountainhomes burns to underground fires) peace and rest may be found.

To welcome all folk, the dwarves have crafted a plan. A massive crystal-glass 'seawall', built in stages, when the sea is frozen. Multiple floodgates linked to a single lever, to allow the roaring waves in - when the seawall is completed, of course. To keep the water warm and livable, so that merfolk and aquatic animal people don't freeze into ice and die, a secondary wall of green glass; and in between the two walls, magma pumped up from the earth's core, itself.

At the seabed, bookshelves (presumably waterproofed via 'dwarven magic' or 'dwarven engineering' or something. The books are slabs. There we go) so that the Cerulean Library is open to those who dwell amidst the waves as well as the shore. Also, aquatic farms so that visitors and petitioners won't starve.

So, now that I've shared this incredible undertaking with all of you, a tl;dr for those who've tried something similar and might be able to help me out!

I. Will bookshelves/farms placed underwater function properly? Can mermaids/aquatic animal folk/other intelligent visitors work them, if they join up?
II. Will a wall layout of X M X, where Xs are walls and M is magma, keep the sea from freezing in the winter?
III. Are aquatic residents in danger of some of the horrifying beasts lurking in the sea? Should I have further cordoned-off safe rooms/living quarters flood gate'd to protect visitors and residents?
IV. Do zones (libraries, in this case) work underwater, or will my dwarves try to swim into the sea if I place an underwater zone containing a library after I've flooded it? I'm probably going to build a wooden floor over the sea-library, but I'd love some way from my aquatic residents and land-dwellers to share findings.
V. Unrelated to all of the above, can harpies petition a civ? I've never heard of it happen, but this is the first modern fort I've built. No clue, ahahaha!

Thanks so much, and if you need some advice or wanna pick my brain in return, go for it!

Edited bonus question, is there a post-counter before you can add an avatar?

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