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Topics - antymattar

Pages: [1] 2 3 ... 9
1
So we all know about that special wood that is verry cold. What if I had a corridoor made of the stuff. And a bridge on top that retracts. And water on top. Does this mean that the water would instantly freeze? If so, then it would be a convenient way of making stone structures underground. It would also be a great way to not have to un-fobut all the items that the enemy drops.

2
Ok, so Im on the tigsource forums. Its about idie game design. And the people there are... I dono... Straight or what. But apparently theres this one mod whose a complete homo-nazy. I mean GOD, this is a game making forum! WTF is everybody making homosexuality jokes!? So this mod is totally out of controll. I once got mad about this and made a post about the ethical aspects of it all(In the propper subforum) and got an insta ban as soon as the mod went online. Ok, then I reclaimed my position on the forums by convincing the other mods that this was not right.

A month later, still, somebody makes a retarded joke that they "will only work on making a game with me if its called homo erotic justice force". I replied that I would be ok as long as the justice force is fighting the homoerotic mennace. I also said that I have more against it from a public health point of view than an ethical point of view. AND STILL GOT A ONE DAY BAN!

WHAT
THE
F***!?!?!?!?(YOU KNOW WHAT I MEAN!)



seriously, what do you say to a mod whos such a homo-nazy that he wont look at any oppinion and just use his power to perma/tempo ban someone if they so much as question homosexuality!? Ive heard about people who say that "Oh woe is me! Theres people who dispise homosexuality with a burning passion! They are unjust"... Seriously... speak for your self.

I hate this world. >:(



*ARG THAT SMILEY IS NOT ENOUGH!!!*

 >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:( >:(

3
DF General Discussion / A perpendicular universe
« on: January 05, 2012, 01:29:56 am »
An interesting observation.

So basically, dwarf fortress worlds are perpendicular. You know the cliche where its always a "parallel" universe? What this basically means is that the two universes do not intersect each other and cant really effect each other. A perpendicular universe(Or pair to be more precise) is is a universe that intersects our universe at some notable point. So by, say going east, you may accidentally walk into the intersect point. From here you might go to either of the two or more universes. Dwarf fortress seems to be a conveniently interpreted and layed out map of two or more perpendicular universes. If you dig deep enough, you hit the massive point of intersection-HFS. Its literally as if the only way in is through a wormhole inside a chamber made of adamantine. Smaller, areal intersection points are the evil/merry biomes. They seem to be small areal intersection points from a perpendicular universe.

Food for thought. ;D

4
DF Suggestions / Space men
« on: January 04, 2012, 09:00:01 pm »
The world of dwarf fortress is vast. so vast, that perhaps other civilizations out there might be hidden amongst the hills and the plains.

The idea is fairly simple. Have a new type of site. A landing site. A place where spacemen have landed. They might have different spheres as to what they wish to accomplish. Perhaps they are curious and want to observe every possible material/plant/being. perhaps their goal is to arrive and collect some XXX and bring it with them. Maybe they want to set up some sort of shrine or builing there and just leave.

The idea is fairly basic, gen a site with a group of a certain randomly genned creature. maybe place a spaceship or something in the middle. and place a bunch of buildings with glass. Populate the area with buildings/workshops that are labeled as "strange machinery" and presto.

Sites like this might pop up and disappear(Since they leave) leaving something behind perhaps. The space people might also travel to nearby cities for some info maybe... maybe...


5
DF Suggestions / Pistons, boxes, rigs, weights
« on: December 21, 2011, 06:55:22 am »
So pistons are cool. DF might be cool-er-ish if it had pistons. But simply pushing a soil/stone block would be unreal and would cause a lot of stupid oddities and problems. Also, the lever system right now is just plain weird. you might have a room made of iron walls, placed inside a magma filled container, placed inside a water filled container, then a lever placed outside would still activate a floodgate inside. So I think levers should be connected to things via ropes and pulleys and chains. boxes could be implemented so that you have stuff to push with pistons. You could also push cages etc. Wieghts should be in as a set up way to activate traps.

Heres an example:

when an enemy steps on a pressure plate, the plate is connected to a trigger at the bottom. the trigger is connected to another trigger far a way via a long rope. the same happens again but this time upwards. The rope is connected to a piston that is set up to a weight. in front of the piston there is a huge spiked ball. The ball is a variation of the crate and will roll and gain momentum when it falls down slopes. Thus, when the pressure plate is activated, the wight falls, activating the piston which starts rolling the spiked ball. The spiked ball rols down the corridoor completely destroying everything in its path.

What do you think?

6
Ever had that time when you read a comic or see a videoand suddenly, hidden inthe image, you see dwarf fortress? I just had one today
When I as reading a rage comic:


Is that real or photoshopped(Besides the expression that is) ?!?

Or this. I Think I saw it in some film or something ;D


Post the stuff you find.
EDIT:

7
DF Suggestions / Necromancers actually bringing someone BACK from the dead.
« on: November 23, 2011, 03:53:13 pm »
Right now as its planned, necro(mancers) will only raise corpses etc to serve them as their slaves etc. But what do REAL necromancers do? Real necromancers actually resurrect people. They dont just live forever and have a hoard of zombies(Though that is acceptable if it doesn't occur too often) So my suggestion is this(Though an alternate version of this might be somewhat planned):

Dont make necromancers the guys who have the secret of no-aging/immortality. Necromancers should have the secret of possession(To allow a ghost or dead soul to temporarily under certain conditions enter an unconscious/willing body) or the secret of embodiment(To allow some soul to be passed into an alternate(Probably dead/unconscious) body and replacing the old one). This would mean that rather than having necromancers be the dark lords with their zombie hordes, they should be the guys who can bring back the dark lords. They should also form cults. These cults would have to exists in order for the necromancers to continue living on forever because the rituals involve them communing to complete the task.

Zombies might be possible and sometimes required but I dont really understand why they should be able to raise ALL corpses that they come across. Perhaps, if they learn the secret of capturing souls(And I'm just making this up) in order to project some sort of life into the zombies. I just think  the zomby thing should be a bit limited.

What do you think?

8
DF Suggestions / Dead planes
« on: November 14, 2011, 03:10:58 pm »
Since alternate planes are going to be added, there could be dead planes. A dead plane would be a dead world. They would have different reasons as to why they "died". they might still even contain some rare inhabitants but society as a whole no longer exists there. They would have a short history that might describe their fall. I'l give you a few examples.

Spoiler (click to show/hide)

So what does this ad to the game? Well, instantly you get a whole other plane to visit. Its filled with tons of procedurally genned creatures and trees. It might even have a half dead settlement somewhere. This also means that there is a guy named Halamar who is trapped somewhere. This might imply that someone or something might try and free him. We also learned that there is this Plane Demon named Garancha who escaped somwhere. The world might have to  be smaller. Like... A LOT smaller that usual worlds, but it would  still be fun to explore. It also means that the same fate that befell this world might occur in yours(Ie,the secret that Halamar used might still be out there).

Just an aesthetic thing. Nobody's suggested this so... DERPA HERPA DERP!  :P

9
Spoiler: making of a world (click to show/hide)

"Awww yeah! Crappy Title screens!"

So, now that the first turn is done we can begin. I am still awfully disapointed by the lack of balls a volcano in the map... The embark CLEARLY said that there was one right here. Who knows maybe there will be a pipe later down the road.

So, the turn list.
Green-done
Yellow-playing
Purple-YOU FAILED!
Brown-notified
the rest - still waiting.
Quote
1-Antymattar
2-GreatWyrmGold
3-Loud Whispers Failed to maintain resources vital to the mission.
4-BeforeLifer - moved
5-Hannibal Barcalounger
6-Ezk1
7-tryrar
8-Greader
9-thegoatgod_pan
10-Mobotium
11-BeforeLifer


Quote from: The story so far
A few enterprising dwarves were sent out to make a settlement on the top of an ancient extinct volcano.
What? That's not real? Tell that to the tombstones over at the caves in the outpost of Firepunch!

Year one
They had build a small home. some rooms to live, some workshops and a growing bee farm.
Nothing much happened that year... besides four funerals. Some dwarves came to join them in their project... But what omen is this to lose so many in the first year?

Year two
The dwarves grew weary of the danger above. So they started guarding themselves more. They built a barracks in hope that one day any wariors would come to live there. The bees were buzzing, the yacks were... making noises. It seemed quite fine for a while... though still dwarves died...and yet more came.

The current save: http://dffd.wimbli.com/file.php?id=5248

10
DF Suggestions / Dwarves personalizing their rooms
« on: November 14, 2011, 06:36:58 am »
The idea is quite straightforward. As it stands now, you can make bedrooms and dining rooms etc by first placing the necesarry building there (Ie, bed/tabble/chair). Thats all good. But the problem appears when you have to place those 999 statues all over the place. Oh whats that, you also need to place chests and cabninets too? Thats a lot of work if you have a fortress of over 200 dwarves.

What I proppose can fix this: When designating a room, you can also make the room (C)ostomizable. This means that if it is claimed by a dwarf, then he can place other objects in there too(Such as chests, statues, cabinets, paintings, wardrobes). This might get intertwined with economy later on and there should probably be some sort of list of things available where you could manage the whole process of letting your dwarves decorate their rooms. The whole idea is that the dwarf now has a personal space that is strictly HIS. What do you think?

Ok ok. Nevermind. Apparently theres another thread about this already. Never,mind.

11
DF Suggestions / I proppose a new-ish fluid sistem.
« on: November 13, 2011, 04:49:46 am »
So as it is right now, the biggest problem with having multiple fluids, is that you would need tons of other to be created once two fluids mix. I`ve been thinking about this for a while and I think I might have found a sollution. So the idea is as follows

Fluids would now be deffined in the raws. Each liquid would have a defined density. When two liquids meet, for instance, 3 units of water and 4 units of rock nut oil, then the lighter one(I`m guessing it should be rock nut oil) would be on the top. So you would have something like a liquid tile that blinks colors between the two colors of the liquids. There should always be a base pure liquid to ensure that any liquids that get mixed with it would eventually get purified back into the base liquid. This also means that you would always need the base liquidm(which is water in this case), to purify anything. Otherwise mixed fluids stay mixed forever.

You could also define some liquid combinations if you wanted so to make more stuff I guess.

What do you think?

12
DF Suggestions / Concious ghosts and magic
« on: October 31, 2011, 01:38:12 pm »
Right now even a perfectly good dwarf(attitude wise) is still a jerk when he turns into a ghosts. I think that some ghosts should ecome Stray and wander the world, perhaps even live somwhere. Also, some ghosts should know something about magic. As it stands, ghosts are just some dudes who freak out your soldiers and occasionaly organize parties with your wimen.
Perhaps in worldgen, some people might find out some secrets/maggic from ghosts.

13
Now that dwarves can go missing I think they should also go missing if knocked unconscious nobody is there to witness it. Perhaps they might remain unconscious for quite a while.

EDIT: Also, dwarves should be hidden from all menus and under the fog of war/sight limitations just like snatchers when unspotted.

Also, just so toady doesn't forget this one- If a missing dwarf meets a missing dwarf then they are still missing.

14
DF Dwarf Mode Discussion / The hapybox project
« on: October 29, 2011, 01:26:23 pm »
The idea is fairly simple - To create a fortress that is divided into many many cubes that each contain 6 dwarves. The cubes would be 6x6x6 large and contain everything needed to sustain the 6 dwarves for as long as possible and allow them to keep pumping out textiles. The floors are numbered 1 to 6 starting from the top. The top floor would sontain the bedrooms. each dwarf would have a bed, a cabinet and a chest. The second floor would contain 5 tales and 5 chairs. The 3 floor would contain statues. This would act as a sort of meeting place where the 5 dwarvess can waste time and accumilate happyness. The fourth floor would contain 3 workshops that would be used to produce all of the products that the dwarves need.
The fifth floor would contain a farm that grows pig tails. And the sixth floor would contain a farm meant for growing plump helmets. The sixth floor would also contain acsess to water via a hole in the floor that is connected to an overall water pipe that runs throughout the whole system. The third floor would also have a floodgate door that would be openeed only once every 5 years to collect the products orr in the slight chance of a mood.

The hapybox. Funded by CAvERN-sociall experiments since the age of myth.

15
Ok, what with my new game almst done I have some spare time for making a sucsession fortress, but I want it to be something that the whole community agrees to so here goes voting for what it should be. I have a list on top where you can vote for 5 things that the site should contain. I will be starting it with the vanilla version of DF so that there s no interferance but if you think that some mods should be used then please post. Also, the idea of the fortress is to be discussed though I was planning on making an undewater fortress(Ie, dig a huge pit, build buildings in it with windows and such and then flood it so that your dwarves are trapped in it) but if you would want a different goal then just post and vote for a site that would suit your idea more. Im going to end the poll in 5(Due to change though) days so that we can get to it. And dont vote withouit actually posting so that I can already decide what the list of people will be.

Also, I`m opposed to dwarfing but it would be ok if people can name their dwarves what ever they want in the game but only if the dwearf is not famous(Did something awesome, though this might actually require a new name) or is already named(Though that is also subject to change as he might get a better name for what he does)

So, lets start


List (We can start now! yay!):

1-Antymattar
2-GreatWyrmGold
3-Loud Whispers
4-BeforeLifer
5-Hannibal Barcalounger
6-Ezk1
7-tryrar
8-Greader
9-

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