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Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]
« on: March 07, 2014, 11:04:25 pm »
Are the Grum supposed to be unarmored and wielding advanced weaponry?
While I'm here I'll just narrate how I indirectly met the Grum:
Having breached the ceiling of the 2nd cavern, I noticed some devourer silk. With a measly militia injured by a recent goblin ambush, I wanted to strengthen my army for a while before I explore what lies in the 2nd cavern.
Having forgotten all about the 2nd cavern, 2-3 months passed and an ambush was detected in the unexplored regions of the 2nd cavern VERY near the area I can see from the hole I made in the ceiling.
I waited for somewhat a minute, then a squad of Grum showed weilding Grum pulverizers and heraldic shields that are made of materials ranging from copper to damascus steel to voidshard, and some wielding Kexel's pulverizers and heraldic shields.
Also, these Grums are coated with forgotten beast blood+ichor and with the forgotten beast showing up in my "dead creatures list" seems like the Forgotten Beast revealed the grums before revealing itself to me and died moments later. (So that's why the Grums took a while to show up on the visible areas of the cave)
Now they lie in wait for me to come down, which seems to be a long time before I do since I want to make sure I can defend the caves, haven't had any experience dealing with underground seiges (and devourers).
While I'm here I'll just narrate how I indirectly met the Grum:
Having breached the ceiling of the 2nd cavern, I noticed some devourer silk. With a measly militia injured by a recent goblin ambush, I wanted to strengthen my army for a while before I explore what lies in the 2nd cavern.
Having forgotten all about the 2nd cavern, 2-3 months passed and an ambush was detected in the unexplored regions of the 2nd cavern VERY near the area I can see from the hole I made in the ceiling.
I waited for somewhat a minute, then a squad of Grum showed weilding Grum pulverizers and heraldic shields that are made of materials ranging from copper to damascus steel to voidshard, and some wielding Kexel's pulverizers and heraldic shields.
Also, these Grums are coated with forgotten beast blood+ichor and with the forgotten beast showing up in my "dead creatures list" seems like the Forgotten Beast revealed the grums before revealing itself to me and died moments later. (So that's why the Grums took a while to show up on the visible areas of the cave)
Now they lie in wait for me to come down, which seems to be a long time before I do since I want to make sure I can defend the caves, haven't had any experience dealing with underground seiges (and devourers).
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Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« on: May 08, 2013, 11:22:19 am »
It doesnt have to moving object like a piston, it could be something like...something that generates some sort of matter (for example, air)
that pushes objects and or living things to a direction.
In the example in my previous post, let's move the traps 1 tile more inside the wall.
Walls= []
++++ v
. . . . +[][][] (just changed the walls so it's easier to understand...somewhat)
. . . . ++T[]]
. . . . v[][][]
. . . . ++T[]]
. . . . v[][][]
The traps (assuming its the air generating one) are now positioned to direct the air to the left.
The traps should have a pause between each push and does not tolerate citizens.
The push should be strong enough to push goblins away but weak enough that it cant push big things like minotaurs.
that pushes objects and or living things to a direction.
In the example in my previous post, let's move the traps 1 tile more inside the wall.
Walls= []
++++ v
. . . . +[][][] (just changed the walls so it's easier to understand...somewhat)
. . . . ++T[]]
. . . . v[][][]
. . . . ++T[]]
. . . . v[][][]
The traps (assuming its the air generating one) are now positioned to direct the air to the left.
The traps should have a pause between each push and does not tolerate citizens.
The push should be strong enough to push goblins away but weak enough that it cant push big things like minotaurs.
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Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.20a *=*=* [DF 0.34.11]
« on: May 07, 2013, 04:59:19 am »
do you accept suggestions?
If you do, here's mine.
Make a wall trap where you can choose what direction it pushes
eg.
+ = Floor v = Pressure plate
. = empty space
ll = normal wall T = Trap wall
++++ v
. . . . +ll
. . . . +T
. . . . +T
. . . . +T
(sorry in advance because I dont know anything about modding so, I dont know if you can do this)
If you do, here's mine.
Make a wall trap where you can choose what direction it pushes
eg.
+ = Floor v = Pressure plate
. = empty space
ll = normal wall T = Trap wall
++++ v
. . . . +ll
. . . . +T
. . . . +T
. . . . +T
(sorry in advance because I dont know anything about modding so, I dont know if you can do this)
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Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« on: March 21, 2013, 11:24:52 pm »
Sorry to interrupt but I have to ask.
My Weapons Concept Laboratory just made an Iron Giant Spoon.
I know this is a weapon but does it belong under the hammer genre?
My Weapons Concept Laboratory just made an Iron Giant Spoon.
I know this is a weapon but does it belong under the hammer genre?
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Creative Projects / Re: FrogPaint, a drawing program for Windows
« on: March 20, 2013, 09:24:54 am »
Oh wow, this is really good. Do you plan to charge for it in the future or keep it free?
Needs some polishing on the UI so I would give this a 7/10
But that's just me because I'm more used to clicking rather than memorizing hotkeys.
Anyway, Is there a place where I can follow this program's updates?
Trying to find it in google isn't working out.
Needs some polishing on the UI so I would give this a 7/10
But that's just me because I'm more used to clicking rather than memorizing hotkeys.
Anyway, Is there a place where I can follow this program's updates?
Trying to find it in google isn't working out.
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DF Suggestions / Re: Control dwarfs directly in Fortress mode
« on: March 20, 2013, 02:48:27 am »would you get to pick what the image was? Say if your dwarf was an engraver, could you go up to a wall, choose engrave, advanced mode yes and you just write down "Deboche sitting at his computer" or would it be random or from a list of stuff DF picks?
In advance mode
You would pick the symbol on the wall then type anything you want / pick a specific piece of history in that world.
Eg. A dwarf symbol then type "Deboche sitting at his computer"
Advanced mode turned off would result in a random history.
Though Toady still has to decide.
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DF Suggestions / Re: Control dwarfs directly in Fortress mode
« on: March 19, 2013, 11:25:46 pm »This idea mostly allows fantastic RP opportunities.
I don't know if I support this though. In Fortress mode, we appear to be the fortress. In adventure mode, you're only an adventurer. If you merge them, I don't think your vision should benefit from Urist McAcrossthemap.
Yeah, maybe you're right.
Anyway,
I thought of a way to use workshops with an advanced mode
(Pretending you are used to the feature)
Example #1
You went to the wood stockpile and haul a log of a birch tree (not place in bag or something)
(You get slow depending on what you're hauling of course)
You walk up to the carpenters workshop and use it.
A screen appeared showing what furniture can be made.
on the bottom it showed
"Alt +s : Advanced mode no"
Then you pick bed
The game automatically uses the log you hauled
The world continues for a few seconds and pauses, an announcement says you made a +birch bed+.
Example #2
You brought a wheel barrow and got a glumprong log and 2 mahogany logs
You went to the carpentry
It showed the possible things to make, and on the bottom it showed
Alt +s : Advanced mode yes
You picked wooden shield while advance mode was on,
A screen shows all the possible additions you can make with their costs and where they'll be placed
Eg. Menacing spikes on the rim, 1 log
You picked "menacing spikes on the rim, 1 log" and "an image of a dwarf striking a goblin, 1 log"
Then you pick a material for each addition and the shield
Then the world continues for a few seconds and the game announces
"You made a *glumprong shield*, it menaces with mahogany spikes and depicts an image of a dwarf striking a goblin in mahogany.
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DF Suggestions / Control dwarfs directly in Fortress mode
« on: March 18, 2013, 09:37:08 pm »
Allow people to control citizens in dwarf fortress mode, similar to how you would control creatures in object testing arena but easier.
(I intended this for militiadwarfs but working may be fun)
Certain features of the adventure mode will not be allowed like travelling
What other dwarfs can see will be added to our vision.
Announcements will still come in as if you're in fort mode and you can stop at any time you want.
Join your dwarfs in the battlefield as they repel the goblin siege.
This'll probably help with the militia dwarfs on break while a forgotten beast rampages around.
I know if this is planned, it's gonna take a long time but I think I can share my dreams to others
Optional/bonuses:
Make it possible to work in workshops (though I find ridiculous because of all the hauling and stuff)
BTW: I need others to add stuff to this idea
(I intended this for militiadwarfs but working may be fun)
Certain features of the adventure mode will not be allowed like travelling
What other dwarfs can see will be added to our vision.
Announcements will still come in as if you're in fort mode and you can stop at any time you want.
Join your dwarfs in the battlefield as they repel the goblin siege.
This'll probably help with the militia dwarfs on break while a forgotten beast rampages around.
I know if this is planned, it's gonna take a long time but I think I can share my dreams to others
Optional/bonuses:
Make it possible to work in workshops (though I find ridiculous because of all the hauling and stuff)
BTW: I need others to add stuff to this idea
10
DF Modding / Re: Taking Modding Requests
« on: March 17, 2013, 10:39:59 am »
I don't know if you're still taking in requests but I have a BIG project for you or your friends in the forums
This can get famous but don't know if possible (don't know anything about modding so sorry in advance)
Create a mod that allows people to control citizens in dwarf fortress mode, similar to how you would control creatures in object testing arena.
Optional/bonuses:
Make it compatible with almost all mods
Make it possible to use workshops (though I find ridiculous because of all the hauling and stuff)
I want to fight WITH my militia, not just watch them win or die, or actually play my Urist McPlayer
Of course, I won't mind If you call me with any insult you want if it's impossible to do since I don't know anything about modding,
just want people to know what I dream of dwarf fortress
This can get famous but don't know if possible (don't know anything about modding so sorry in advance)
Create a mod that allows people to control citizens in dwarf fortress mode, similar to how you would control creatures in object testing arena.
Optional/bonuses:
Make it compatible with almost all mods
Make it possible to use workshops (though I find ridiculous because of all the hauling and stuff)
I want to fight WITH my militia, not just watch them win or die, or actually play my Urist McPlayer
Of course, I won't mind If you call me with any insult you want if it's impossible to do since I don't know anything about modding,
just want people to know what I dream of dwarf fortress
11
Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« on: March 16, 2013, 12:11:31 am »
Ok, new question:
Does watchers and zingers show up as wild animals that wander on the map (or cavern)?
Do hunters hunt them?
(I don't know alot about modding but)
Is there a token that indicates what wild animals can be targeted for hunting so that hunters won't end up getting killed in a forest fire they started?
I think I would like to see random zingers soften up those easy sieges before they get lucky on my militia dwarfs but not injure my hunters.
Does watchers and zingers show up as wild animals that wander on the map (or cavern)?
Do hunters hunt them?
(I don't know alot about modding but)
Is there a token that indicates what wild animals can be targeted for hunting so that hunters won't end up getting killed in a forest fire they started?
I think I would like to see random zingers soften up those easy sieges before they get lucky on my militia dwarfs but not injure my hunters.
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DF Gameplay Questions / Re: Fortress mode: Human imperial guard killing my elf diplomat during a meeting !?
« on: March 10, 2013, 09:03:50 am »
Interesting story there, also, what mod are you using.
I need to know more.
I need to know more.
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Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« on: March 10, 2013, 08:55:27 am »
Putnam
No, it's a vanilla dwarf fortress temple
it's like a 30x40 large smooth stone floor with pillars scattered on top.
I encountered one in adventure mode that has a bronze colossus living on it(or at least guarding something) a few months past.
Solon64
Yeah, I figured after reading about the past posts about it.
So I just gave up and checked him out once more, didn't end well.
No, it's a vanilla dwarf fortress temple
it's like a 30x40 large smooth stone floor with pillars scattered on top.
I encountered one in adventure mode that has a bronze colossus living on it(or at least guarding something) a few months past.
Solon64
Yeah, I figured after reading about the past posts about it.
So I just gave up and checked him out once more, didn't end well.
14
Mod Releases / Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19c *=*=* [DF 0.34.11]
« on: March 10, 2013, 04:33:02 am »
I embarked at a site with an exiled rift warden living in a temple of healing (basically a rectangular smooth stone floor with random pillars) and I immediately died.
Going back to the title screen, the game crashed and nothing was saved. Now, I want really want that site and I'll embark there again, is there a way to beat that thing up with 7 dwarves?
(BTW, I consider this cheating but the game crashed and it's my first time seeing a rift warden.)
Going back to the title screen, the game crashed and nothing was saved. Now, I want really want that site and I'll embark there again, is there a way to beat that thing up with 7 dwarves?
(BTW, I consider this cheating but the game crashed and it's my first time seeing a rift warden.)
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