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Topics - Alenth Eneil

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DF Bug Reports / Artifact picks.
« on: September 01, 2008, 07:51:46 pm »
Apparently dwarves refuse to use them, since they count as weapons or something.

2
DF Suggestions / Coesite
« on: July 19, 2008, 12:40:43 am »
http://en.wikipedia.org/wiki/Coesite

I was reading a book and stumbled on this rock being mentioned.  I wanted to know why it was important and looked it up, appears to be a volcanism indicator, and is often found with kimberlite.  In DF this could be a surface-indicator of a hidden kimberlite pipe (does it actually form pipes in DF?) to be seen on the embark screens.

Other than that, I guess it's just another useless rock.  Sort of greenish according to what I am reading.

3
DF General Discussion / Dwarven Hoover(Urist? Armok?) Dam.
« on: July 06, 2008, 06:06:40 pm »
Well I have this map I just generated, The Planes Of Portent.
On this map is a major river, Painappeared.
This river is, where I measured, twenty-seven squares from side to side.

I want to know if anyone would be able to build a dwarven hoover dam blocking this river, just because it is there and dwarves like to piss off elves.

If you feel like it, a thread could be made in community games or whatever to run the actual competition for the best dam or whatever.  Though I am not sure how many people would really be up to this rediculous of a project.

Code: [Select]
Created in DF v0.27.176.38c.

[WORLD_GEN]
[TITLE:STANDARD]
[SEED:1825361216]
[DIM:257:257]

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DF Suggestions / Adjustable immigrant settings.
« on: July 05, 2008, 05:34:08 pm »
Rather than just on/off, it would be nice if we could modify the calculations for how many immigrants we get, so people who want o slowly build up and choose to recieve fewer, while others could decide to get to the pop limit on the first wave.

I sort of enjoy the dynamics of a small fort more than those of a larger fort, bust turning off immigration altogether would slow it a bit too much.

And the inbreeding might get to me just a little.

5
On a succession fortress I am playing in, the humans had come the year before and helped fight off a goblin ambush, and one of their number got some injuries.  Since they don't seem to heal their wounds, or die from thirst or hunger, they have remained for over a year and their animals are breeding.

This should probably not happen.

6
DF Suggestions / Skill level for mining designations.
« on: July 02, 2008, 03:21:17 pm »
It would be really nice if there was an easy way to make sure that high level miners are the ones that show up to go for gems and other valuables in the ground.  I hate it when gold/platinum/gems are wasted because some immigrant miner decided to dig the designation.

Might be under the orders menu, as an option to only have certain levels mine certain things, or work sort of like the workshop profiles.  Not sure about the second, sine that would mean designations would operate sort of like buildings.

7
DF Suggestions / Suggestion: Imagination/Hallucinations
« on: May 29, 2008, 03:34:00 pm »
I was discussing Dwarf Fortress with a couple other players just a moment ago, and one of them (The one who doesn't actually play the game yet, incidentally.) said that "Imaginary" should be a material.  I think that that would be rather odd and would not fit, but it brought out another idea;

What if dwarves, when they get repeatedly scared/have sufficient head injuries/some other situation that someone can probably come up with (Here's one; alcohol deprivation.), will start to hallucinate things?  It could be just another problem in settling haunted and terrifying areas, since not only do you have to deal with the real monsters, you might also have to deal with having your dwarves run away from things that aren't even there.  If they don't get out of it quickly enough they could always go crazy just like a dwarf who is trying to make an artifact.  How long that takes would depend on the dwarves' personality and how insecure they feel.

I'm not sure about how this could have a counterbalance, aside from the usual making the dwarves really happy.  Unless this connects to a new bit of information about how "safe" each dwarf feels.  In which case more traps, doors, and military would help reduce it.  Some of the "social skills" dwarves have could also play into this.  A leader with good leadership qualities (As in they are sure of themselves and all that good stuff.) could also help to prevent this sort of madness.  Aside from preventing the madness, maybe it could cause a sort of mood, not one that results in artifacts, but maybe results in them suddenly teaching themselves to fight with whatever they can find, and exercising to up their stats.  When they feel strong enough/safe enough/get hit over the head hard enough they could exit the "mood."

This would also tie in with the dwarves personality traits that already exist, like imagination and such.

I have no idea what this might do to Adventure mode, other than you might run into some lunatic Don Quixote-esque NPCs.  Which I think would be funny enough alone.

Feel free to help me clean up this idea.  I'm not the greatest at this game and I am far from knowing everything.  Particularly about Adventure mode, and late-game mechanics in Fortress mode.


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