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Topics - Nivim

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Life Advice / On Successfully Accessing Bay 12 Forums
« on: October 03, 2013, 08:17:18 am »
 I am currently using a proxy to reach the Bay, as all browser based attempts to even find the site from my home internet service fail. I used the recent advice from Weird in this thread to try to at least figure out what to blame, but both traceroute and ping find no problems whatsoever, even as Firefox and Elinks only provide eternal loading indicators (in place errors from normal circumstances). The other dozen or so sites I've tested are fine, so whatever it is, it's messing with my Bay 12 Forums connection specifically. Routers; three different (when they've given problems, it's been across the board and solved by power cycles). The current situation is very annoying, so help would be appreciated.

 Mildly worried it has something to do with the whole U.S.Gov. shutdown, as the two events happened at 7-hour-indistinguishable times.

Edit: Years-later information-cleanup.

2
 This video on this site.
 That page;
Quote from: Feminist Frequency
[snip-video-snip]
[snip-stuffaboutvideo-snip]
ABOUT THE SERIES:
The Tropes vs Women in Video Games project aims to examine the plot devices and patterns most often associated with female characters in gaming from a systemic, big picture perspective. This series will include critical analysis of many beloved games and characters, but remember that it is both possible (and even necessary) to simultaneously enjoy media while also being critical of it’s more problematic or pernicious aspects.

This video series is created by Anita Sarkeesian and the project was funded by 6968 awesome backers on Kickstarter.com

 It might be a small thing for this place, since it's about a problem that just irritates most of us, but it's good to remember. Also, have a TEDx talk from the same author for its historical properties.

3
Life Advice / How do I find a quiet place?
« on: April 14, 2011, 12:18:07 am »
A genuinely quiet place. I am alright with still hearing the sound my body makes, but it would be nice to muffle that too, even if I can't stop it without serious reprocussions.
 No engines, or the things they power, no ringing pipes, no flows, no creaking wood, no rain patter, no wind, no weather, and none of the movement and voices of life. No soft rumble beneath my feet, no whine or buzzing in the distance, no excessive heat or radiation, no crinkling of fabric, no dust settling...et cetera, et cetera.
 This place should exist somewhere...how do I make it if not?

4
Forum Games and Roleplaying / Text you can play; you are somewhere.
« on: October 02, 2009, 11:59:51 pm »
 [These text adventures look to be fun, so I thought I'd try one. The one is going to be serious, but I wont gripe about silly actions unless there isn't anything else.]

 Your vision is filled with the dancing flames of a merry hearth fire and the folds of your blanket. You are curled up in a chair of some sort, with your head against in the nook of the wings. You are warm, cozy, and disinclined to move.

 [Guess what the first challenge is?]

(Currently the command format is:
( ) means it's out-of-character, or more specifically, it will be taken as purely conversation on the thread. The exception is when it is embedded in command text.
> would denote an action, but I've been both kinda lenient and kinda harsh in that I both took things meant to be commands that did not have the symbol, but I also turned almost anything outside of parenthesis into commands. I think I'll stick to that, because then posters will be just slightly more careful with organization.
" " will be used for speaking into the Iknan's mind. I've used them as speech in the response, but now I will switch to ' ' for that. Can be used for actual quoting or assorted emphasis if embedded.
' ' will be used for making the Iknan speak. However, note that action thoughts (commands) can easily turn into speech if it sounds sufficiently similar to something spoken. Like the blarg expletive somewhere around page 13.
[ ] is apparently now for sound effects, or other "actions" a voice can do.)

5
DF Suggestions / Adventurers, in your fort...
« on: July 05, 2009, 12:58:34 pm »
 I did a fairly quick look through the current developer list, finding something similar to what I want about adventurer entities coming and raiding you, but not the same.
 I would like to see something involving NP adventurers coming to your fort so they may...
 1. Receive a quest from your reagent, or influential member, to go and succeed or get themselves killed. This adventurer might be an aspiring peasant, or a different type of random immigrant.
 2. Stock up on supplies at your fortress. This type of adventurer would act kinda like a trader caravan. If you have shops, he would visit them, trading off assorted things he's collected (or strait money) for food, water, armament, and perhaps a trinket he likes. If there are no shops, he would try to do the same thing to your trade depot if it has anything in it.
 3. Mess around. "Adventurer" is sometimes just another name for "he who has nothing better to do", one might come to your fortress looking for a quest, find none, and then find something to entertain himself. Depending on the personality, this might be at the expense of your dwarves.

 An adventurer, or group, isn't that common, but still aught to be around somewhere. And you will surely get some if your fortress is the capital.

6
DF Bug Reports / Dirty Exit.
« on: June 04, 2009, 07:45:03 pm »
 I am not sure how much of a bug this is, or if it simply wasn't done. But Dwarf Fortress does not close cleanly, it slows down the computer afterwards and causes minor interference with other programs. I am guessing either Toady was too lazy to go through the trouble of programming a clean exit, or he is waiting for when the game is at version 1.0 so he wont have to mess with it too much.

7
DF Suggestions / Something solid is missing.
« on: April 13, 2009, 02:29:53 am »
  When playing the game, I found that something was missing. I couldn't really identify it at first, but then I caught it on my third adventure. There are no medusas or basilisks! Nothing that can turn you to stone. I want to have a creature, that when it fights anything in melee combat (with eyes), it turns that thing into a very high quality statue (with a description of what that thing really was). I want to have it set up so you can use said statues like any other, and that a character looking at a Stoned family member or friend will be sad or horrified. I want a medusa/basilisk to be able to trap itself by stoning characters surrounding it. I want it to be possible to trap/tame/train a medusa or basilisk. So if you put it in a zoo, anyone visiting will turn to stone, and you can unleash it upon monsters and traders (stoning a bunch of elves only to sell those really high quality statues to the human traders). How to defeat a medusa/basilisk would be to equip a mirror shield (incomplete immunity), blindfold, or use ranged attack. Having one's eyes gouged out by another monster would also make one immune.
  Obviously, the set up involving this is far more complicated than can be accomplished in a mod. So, I am hoping that the Toady One will look at this and see if it can be added. I need my medusas as much as one can need something in a video game!

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