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Topics - Seraphyx

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DF Gameplay Questions / Rename creatures in Arena
« on: April 23, 2014, 07:38:33 pm »
Is there any way to rename creatures in the arena?

I'm currently using the masterwork mod and don't see any option to rename them or give them a name upon creation. I tried searching through google and the forums but didn't come across any topics even asking this question so unfortunately I'm assuming it's not possible.

Thanks in advance.

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DF Suggestions / Website news posts suggestion
« on: October 18, 2012, 09:25:15 am »
I typically take fairly long breaks between my dwarf fortress cravings and due to that, don't keep up with updates and news.

Almost every time I come back and start reading the news, I have NO IDEA what it's actually talking about (apart from the obvious features mentioned in that one post) and usually have to read through the last 10+ posts to figure out what's actually going on and what's being changed.

I just have a simple suggestion to add, if possible, a small text button next to the title of the post that says what kind of changes these are or for what mode (ex: new mechanics - fortress mode, or just fortress mode/adventure mode).

It's not a huge deal, just a small personal annoyance for me. At first I thought the running and climbing was for fortress mode until I read several more posts below it to find out it's actually adventure mode changes (I think).

For people who keep up with updates and news day to day this is probably not an issue, and heck maybe I'm in a minority, I just know it's confusing when I come back from a break from DF. Being able to see at a quick glance what specifically the post is referring to or talking about would be great.

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Hey there, I just had what I think is a pretty amazing idea for a youtube series to help out newbs like me. Not really a lets play but sort of mini episodes.

I am not going to be doing this (because I suck), hence me requesting someone awesome to do it. The idea is to have like, 5-10 minute (or however long it takes) episodes that cover a specific defensive strategy. An example of this would be successfully creating a moat, whether it's magma or water or zombies. Setting up archery towers or whatever other defensive measure you can think of to protect yourself. I don't really know of many ways, just making corridors of traps, moats, trapping invaders in a box and shooting them with archers and that's about it.

I think it would be extremely helpful to players to see certain defensive tactics in action and how to set them up. Currently I don't think there are any videos or youtubers that have done this. There are some videos that cover some of these things like in tutorials, but what I'm proposing is a series strictly discussing and showing people what defensive measures they can create to protect their fort. The only way to really see stuff like this is watching lets plays (which can take a very long time) or tutorials, but tutorials don't cover a wide variety of defense strategies usually, just one or two for the specific fort they are playing.

So just to clarify in case my post was convoluted. One episode would cover one defensive strategy. If you're going to show how to create a trap filled corridor it would just be making the corridor, putting the traps down (whatever they may be, weapon, cage, whatever), and that's it. Then the next episode would cover another defensive strategy. Hopefully this makes sense.

Any thoughts on this? Anyone willing to try and create a wide variety of videos doing this?

4
DF Gameplay Questions / Crossbow range and Archery towers
« on: February 29, 2012, 03:10:40 am »
I've never messed around much with marksdwarves since to me they're a pain to maintain and I think it's time to suck it up and start making some. I tried to search for the answer but couldn't find anything.

I wanted to know what the range of a marksdwarf is and how high I can place him. I thought I recall someone saying that 2-3 z-levels above ground they can fire at enemies but enemy archers wont be able to hit him. I wanted to know if that's true and how high I can place the dwarf, and if height also affects the range (it gets shorter the higher you go, or longer).

I'm also curious on how you build towers. I don't know how to make stairs going up without designating it in rock/soil.

5
DF Gameplay Questions / Quicksave?
« on: February 23, 2012, 01:09:31 pm »
I looked through the keybindings and tried to search for this online but I didn't find any information.

Is there any way to quicksave? It's annoying having to save, exit the game in progress, then start it up again.

6
DF Suggestions / Ascension/sacrificing
« on: October 03, 2010, 02:47:26 pm »
Well I've searched for both of those keywords and found nothing relevant on the first page or two so I suppose I'll continue writing this out.

At first I wanted an option to reject migrants because the game would get so laggy for me around 70-80ish (but I just decided to limit the amount, figured that's good enough). My initial idea was to be able to sacrifice them to Armok and in return we get some sort of artifact for doing that. Then I was thinking of a 'happier' way of getting rid of dwarves (since sacrificing is not very nice, but hey, sometimes the ends justify the means). I was thinking that certain dwarves after reaching the climax of their life (they become legendary <insert job title>) you would be able to select something in 'v' 'p' that says they are allowed to begin preparing for ascension. After this happens it will give dwarves happy thoughts because it would be an honor and what not to ascend (or descend, whatever floats dwarves' boats). After they do this they are removed from your fort and they leave behind a legendary item pertaining to the job they mastered (can be in the form of an artifact) and as long as this item remains in your fort, you will get bonuses to whatever aspects. They should be sellable or at least have some way to toggle them on and off (elaboration on this further down)

For example a miner dwarf who ascends have a chance of leaving behind artifacts that make all dwarves mine a % faster or each time you dig one tile in more stones are revealed rather than the ones directly adjacent to you. Something like that. Some of the artifacts can be cursed and have negative effects, and some can be both. Military dwarves can leave behind an awesome weapon or piece of armor, some can attract larger waves of enemies during sieges/ambushes or increase the chances of a megabeast appearing etc...

(elaborating on toggling them on and off) There are many things this can be expanded. We could have a building ascension or altar that has to be built INSIDE rock (just like magma forges have to be built on top of one open magma source, this would have to be built on top of unmined rock, so I guess like a wall carving but more graphical). Anyways, This altar could have open slots where you place left behind artifcats by the ascended, placing them on the altar would activate their bonuses. This can also be a way to sort of balance out having a million bonuses but most of them should have at least a minor downside so if you stack them up the negatives will continue building up as well.

I had another idea but I forgot it, figured I would throw this out before I forget it as well. So this idea was meant to get rid of some dwarves but bring new, possibly "fun," features to the game as well.

-------------

One of the other suggestions I had. I was joking with my friend that we need a "hulk smash" skill to get rid of rocks. Then I thought why not have some sort of rock crushing machine (like those huge noisy things you chug wood in and it comes out as saw dust or something). Granted it wouldn't really speed up removing stones from living quarters significantly but it would be better than dumping them then reclaiming them all. And we could have some use for the dust/crushed rocks. Sort of like sand but maybe for some other uses. Or we can just have hulk smash and be done with it, nothing left behind.

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