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Topics - Bricktop

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1
General Discussion / Indie gaming article
« on: November 09, 2011, 08:42:53 pm »
Came across a fairly cool article about creativity in the indie games industry. Thought people here might find it interesting. :)

Link


I know I've certainly noticed that a fair few indie games seem to play off eachother a lot, sometimes to the exclusion of actually making anything new. I do think that indie games are a lot better than mainsttream gaming though (yet another modern shooter? lol) so meh, could be worse.

Bricktop

2
DF Adventure Mode Discussion / Killed by Awesome Elf
« on: September 04, 2009, 05:39:58 am »
  I was playing a game as a human adventurer armed with an iron pike. First quest, go and kill an Elf Druid. Sounded good to me.

I instantly set off in the direction of the target town, thinking that I should have no real problem.... and for a while it was looking true. I got pounced on by about 6 children, all of whom were easy to deal with. The elf swordsman and spearman were easily dealt with as well (except for a broken hip ,which didn't seem to be too problematic)

And then a Herbalist...

Well, the combat log says it all:

Code: [Select]
The Elf Herbalist punches You in the right lower leg with his right hand!
The shot glances away.
The Elf Herbalist punches You in the left hand with his right hand!
It is broken!
Your thumb, left hand has been badly bruised!
Your third finger, left hand has been badly bruised!
You lose hold of the Iron pike.
You pick up the Iron pike and put it in your two-humped camel leather backpack.
The Elf Herbalist punches You in the left lower arm with his right hand!
It is bruised!
The Elf Herbalist punches You in the head with his left hand!
The shot glances away.
The Elf Herbalist grabs You by the throat with his right upper arm!
The Elf Herbalist places a chokehold on Your throat with The Elf Herbalist's right upper arm!
The Elf Herbalist strangles Your throat!
The spinning Larch long sword strikes The Elf Herbalist in the upper body!
It is broken!
The Elf Herbalist's left lung has been pierced!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
You pass out.
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
The Elf Herbalist strangles Your throat!
You have bled to death.
The Elf Herbalist gives in to pain.
The Elf Herbalist falls over.
The Elf Herbalist regains consciousness.
The Elf Herbalist is no longer stunned.
The Elf Herbalist stands up.


...Yes, the bloody herbalist strangled me to death whilst it had a sword in its [/i]lung[/i]!

And then stood up and wandered off!

3
DF Dwarf Mode Discussion / Military Question
« on: May 16, 2007, 05:00:00 pm »
I have a question about the squads in the game. Is it possible to take someone out of a squad? Or move someone from one squad to another?

Its just that I have a couple of Hammerers in my fort and they've been acting as a full time army. However, before they turned up I had put all my dwarvs into a squad under the command of my main miner for emergencies. It basically meant that if anything did happen before I got any proper warriors then I could turn all my dwarfs into recruits and at ;east put up a fight without having to track down each individual dwarf.

However, when I was putting my hammerers into their sqaud, I accidently put my main miner into the squad. What this basically means is that using my hammerers brings my entire fortress to a standstill. Trying to fight off even the smallest of frogman ambushes will shut down my entire fort and also mean that every single dwarf, be they peasant, farmer or Talented Engraver will also run off to try and wrestle the enemies to death... most likely blocking my Hammerers out of the fight.

So basically, I need to get my dwarfs out of that squad or it will be very difficult for me to survive even the smallest siege woithout heavy losses and major problems.

Is it possible? Or is my first long term fort already stuck with an inability to fight off anything?


4
DF Bug Reports / Masterpeice Food
« on: November 09, 2007, 08:54:00 pm »
Not sure if this is a known bug or anything, of even if it counts as a bug:


When a chef makes a masterpiece value meal, he will tantrum when it gets eaten because it counts as "masterpiece defacement".


5
DF Suggestions / Scattering Toggle
« on: March 04, 2008, 02:11:00 am »
I'm not sure how hard this would be to implement but I would like it if the object scatter was an option that could be toggled on/off in the INIT.

Basically, it just annoys me that when I abandon my fortress the piles of gold crafts in my deepest vaults end up lying around in the nearby forest while the barrels from my food stockpile end up in the mines and so on. Also, is there any real reason that an artefact cabinet could find itself on the roof of a tower?

The way scattering currently works doesn't make any sence, and I would much rather have it so that items don't scatter at all than having them scatter to the four corners of the map.


6
DF Suggestions / Battle Mode / Alert Fortress & Militia
« on: May 26, 2008, 05:52:00 am »
Now, I know this has been mentioned a few times before, but I would rather make a new thread for it than drag up some months old thread just to add a post onto the end or something.


Anyway, the suggestion:

Basically, I think that we need a way to solve the problem of your army all going to get some food when the goblins are at the gates. I think the best solution would be an option to "alert the fortress" or something. This would be some sort of toggleable on/off mode that would make big changes to the way dwarves act when you turn the mode on.


The effects that this mode could have when it is activated are:

1). All military Dwarves (who are On Duty) will cease eating/drinking/sleeping and being On Break. They will instantly follow all commands, even if it results in them starving to death or something. I know it sounds unrealistic, but this will be a complete end to the problem we have now where your entire army goes on strike in the middle of a battle.


2). All civilians will retreat, and also not eat/drink/sleep/On Break. The Fortress Militia are activated (see below)

The civilians would retreat to the nearest Safe Zone (Safe Zones would be created in the same way as Meeting Area's and Garbage Dumps etc). If there are no safe zones on the map, they will retreat to the nearest Meeting Hall/Statue Garden/Similar rooms. If none of those are available, they will go to the nearest 'meeting zone' (as in the designated meeting area from the garbage/etc menu). This means that if you designate nothing at all they will gather at the carts old location...which isn't good but meh, there we go. It means that they at least go 'somewhere', even if it is disastrous.

You could also set retreat orders to individual dwarves, so if you wanted all civilians to go to the Meeting Hall except for the Mayor, who would go to his bedroom, you could set a personal Safe Zone for him (possibly in the 'Preferences' area on that dwarves profile).

This means that the priority of where dwarves retreat to would be like this:

'Personal Retreat zone'
'Safe Zone' (the designated zones)
'Social Room' (meeting halls etc)
'Designated Meeting Area's'
'The cart location'


Activating the Mode

There are two ways that this mode could be activated in-game. Either from its own screen somewhere in the interface (possible in the z-menu) or from a building, possibly "Alarm Bell" or "Alarm Horn" or something similar. If it is from the building, then it should only need one piece of building material and it could be anything. That means that it is pretty much just a basic thing for your fort to have.


Militia

Loosely connected with this suggestion is the idea of having a 'Fortress Militia'. When dwarves are put into the militia, it means that during 'Alarm Mode' they become a military squad. However, when the fortress is not in 'Alarm Mode' (I know its a bad name, but I can't think of any other) they go about their jobs normally. The advantage to having dwarves in the militia is that when they are On Break they will occasionally spar with each other, but only if they have access to whatever weapon the militia have been set to use (all militia members would use the same equipment).

This militia sparring would be different in that there is no chance of injury, but also a skill cap at "Skilled" or maybe even just "Competent".

When the 'Alarm Mode' is activated, the militia would all be activated into a single squad, and would immediately go and grab their weapons/armour.

Fortress Guards/Royal Guards would automatically be in the militia.

[ May 26, 2008: Message edited by: Bricktop ]


7
DF Suggestions / Rebelion?
« on: June 30, 2007, 06:43:00 am »
I was reading the Core Development list and I noticed that one thing that is planned is that eventually you will recieve orders from the king to provide troops and things. I just had the idea now that a possibility would be to declare independence from the kingdom. You wouldn't have to fulfill these orders but also the dwarven caravan would stop happening and you would get attacked by dwarves.

Just an idea.


8
DF Suggestions / Stone Tools and Weapons
« on: February 26, 2008, 08:49:00 pm »
Basically, this is two suggestions both based around the same topic, stone tools.

Sharpenable Stones

This is quite a simple suggestion. Based on the Dwarves technology, I am assuming that the stone components of the obsidian swords are made using various knapping techniques (knocking chips off the stone until you have the desired shape).

If this is the case, then there are quite a few other stones that should also count as Sharpeneble. For example, flint is even better that Obsidian for taking an edge when knapping, and chert can also be used in a similar way.

Basically, this suggestion is that it should be possible to make stone weapons/tools out of quite a few types of stone, rather than just Obsidian.

Stone Tools

This suggestion is a bit more complex. If we can make stone short swords (which would only be effective if they were small stone flakes mounted on another component) then why can't we make stone axes? Stone axes and blades are very sharp, and it would make sence to include stone axes, since stone swords are already in.


However, if stone tools are more effective than metal tools as well as being easier to obtain, what would be the downside? I propose that the downside would be that every time a stone tools/weapon is used, there is a chance that it will break. Afterall, stone tools/weapons might be sharp, but they are also very brittle.

eg If a dwarf armed with a stone sword attacks a goblin, then the goblin will be armed but it is also possible that the sword will either become blunt (mildly damaged) or break completely. Blunt weapons would have to be dumped, but would at least give the dwarf something to use in the rest of the combat, whereas a broken weapon would be destroyed and disapear, leaving the dwarf unarmed.

eg A dwarf woodcutter has a stone axe, for each tree he cuts down, there is a chance that it will destroy the axe in the process. This would mean that tools and weapons could be produced easily and in great quantity, but would need to be replaced often.

This system would also leave room for a similar wear system to be implemented for metal tools/weapons, but without the possibility of destruction and also with the possibility of repairing the weapon (steel axe gets blunt? re-sharpen it). Various metals could also have different levels of durability, but that is a suggestion for another time.

The main suggestions here are for more stones to be considered sharpenable and for the possibility of stone tools which would be cheap, numerous but also temporary.


9
DF Suggestions / Visible Emblems
« on: January 03, 2008, 06:56:00 am »
Quite a small suggestion really. I'd like it if there was a way of finding out your group's emblem and civ's emblem in fortress mode.

If it was added to the civilisation screen it would be great. Your groups emblem could be mentioned in the embark screen.

I'd like this because I often do large mosaic's in important area's of my forts of these things. At the moment the only way I can find out is by waiting until I have done a lot of engraving (until a couple of identical pictures start showing up loads) and then save, backup, abandon and check in adventure mode before getting the save back and carrying on.
I'd just be a lot easier to know what they are the entire time (if it was made possible to choose your group's emblem in the same way you choose names etc that  would be brilliant).


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