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Topics - kontako

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1
DF Suggestions / Semi-megabeasts should be snatchers
« on: December 07, 2023, 06:18:28 am »
Hi All,

I think semi-megabeasts should be snatchers.
It makes sense to me that a critter like a giant or ettin that grows envious of dwarven wealth would think something along the lines of:

"Grrr, I've gotta get me one of dem dwarves to make ME shiny artifacts".

I don't think it should replace their current behavior of arrive-n-smash the small'ns, especially in the case of those particularly disposed to this avenue of action.
I think that particularly keen and crafty beasts should create plots to lure out and grab dwarves, or send agents to sneak in and capture the dwarves.

I'd like to imagine sneaking back into the beasts abode to free our comrade, seeing them caged or chained in a workshop, surrounded by lumps of random materials.
It might even require the beast to embark on other plots to steal and gather resources to provide the dwarf in the event they do achieve their strange mood, perhaps producing particularly cursed items in an attempt to fell the beast that contains them.

Thanks for reading.

2
DF Suggestions / Announcement indentation
« on: January 23, 2022, 02:10:07 am »
G'day.

I feel a bit silly for making yet another nit-picking suggestion, but here goes:
For my own legibility, text belonging to the same announcement should be indented when sent to a new line. At least when tightly packed.

Taken from the most recent blog-post:
Spoiler: Current (click to show/hide)

Spoiler: Proposed (click to show/hide)

3
DF Suggestions / Hyperlink suggestions
« on: January 14, 2022, 09:36:39 pm »
G'day,

Seeing the post on hyperlinks today I thought I'd weigh in my two cents, whatever it be worth:

I think it would be convenient if every reference to the same entity (etc) would glow / underline if any one reference were hovered over.
I think it would streamline comprehension if re-occurring entities could be visually distinguished like this, rather than double checking that the names are the same.

Other than this, I was wondering if references to entities on their own page should receive a unique colour to show we're already looking at it.

Thanks :)

4
G'day all.
I've just watched the the most recent video release of the graphical version and thought of two suggestions on the spot.
I feel a bit out of place as I'm sure they may have been suggested elsewhere, but I couldn't find any referring to the graphical release under this board.

When assigning rooms to particular citizens, I'd personally find it useful to be able to sort the list alphabetically. The most recent version of this suggestion I could find was from back in 2016, though I thought suggesting it again may be relevant due to the menu work.

Secondly, I had noticed that in the video, creatures disappeared when dropping a z-level despite the level being rendered. I think it would be far easier to track movements if creatures remained rendered, though with the same filter applied as to the z-level. Something similar was suggested just the other day.


5
DF Suggestions / Apprentice artisans for plots
« on: November 29, 2018, 06:17:35 pm »
G'day all,

Recently I've been considering that the apprenticeship mechanic used by scholars should be applied to skilled dwarves, where they gather apprentices in masonry, carpentry and the like.
My suggestion stems not as a mechanic for skill development, but an additional way for dwarves to form relationships.
With respect to the new villians framework, I believe that scheming villains plotting to steal a masters artefact may pose as apprentices to gain access, or may utilise their relationship in similar plots.

I've seen may suggestions for apprentices, but nothing for this specific case.

Thanks for reading.

6
DF Suggestions / Site Governments under Civilisation tab
« on: May 05, 2018, 10:49:08 pm »
G'day everyone.

I've just downloaded the latest update, and I'm very much enjoying the new information interface for Adventure mode.
I'd just like to suggest that Site Government groups could appear in their parent civilisation tab.
Furthermore (I haven't checked, so I wouldn't know if it's already applied) it'd be nice if those groups / civilisations that I'm hostile with would have red names.

That's all for me, thanks for reading.

7
DF General Discussion / The truth about Dwarven milk
« on: April 28, 2016, 03:43:29 am »
While on the wiki page for Dwarven milk I read the phrase "If cow cheese is made from cow's milk, what is dwarven cheese made of?". Of course you may know that Dwarven milk comes from purring maggots, but why is it called Dwarven milk and not maggots milk?

I believe I have an answer

The dwarves originated when Borr's sons formed maggots out of Ymir's blood, which they eventually decided to give a humanoid form. It is my belief that the purring maggots are primordial dwarves, which means they produce a very literal 'Dwarven milk'.

Sorry if this connection has been brought up before, I searched the forum for relevant wording but didn't find anything.

8
DF Adventure Mode Discussion / Adventurers dream?
« on: February 23, 2016, 07:46:36 pm »
About 3 days ago, I experienced the strangest glitch I ever had. It took me this long to verify that I hadn't stuffed up in some way.

All was normal, I started up my game and unretired my adventurer. Instantly I knew something was wrong, for I had retired my adventurer in a human town and then unretired in a dwarven hillocks. No biggy, I thought, my adventurer probably went out for a stroll. (It couldn't have been a different save for my adventurer had the same name, armour and the adventurer's log recorded all the same locations and events) I opened the adventurer log to look at the map to find my town 'Flighturges'. I didn't recognise the map at all, I was completely disoriented. That's alright, I thought, I went to my locations tab and tried to zoom to my known locations. They didn't exist, yet they did in the adventurer log. I was baffled beyond words. In one last attempt to make sense of the situation, I opened a map I had of my world. I couldn't match the map with my location. My adventurer was in another universe.

As you can imagine, I was quite upset at the situation. I opened up the task manager and forced the game to crash. Once I restarted it all was normal, my adventurer was in the town that I had retired in, all the locations existed again and I went on as usual. It must've been a dream.

Has anyone else experienced something similar? Is it possible my adventurer had simply moved, forgotten previously known locations, drawn a new map, and that the fault was mine in being unable to match the location? So far I've been unable to recreate the bug, I've done exactly as I have before.


9
DF Suggestions / Wake up! + Ask about somebody + Group information
« on: February 19, 2016, 11:00:19 pm »
Currently in my adventure, a town is surrounded by tents in which everyone is sleeping all day every day. As you can imagine it's quite hard to find anything out about what's going on without being able to speak to them. (Nothing I do wakes them up).

I propose a "Wake up" option in the conversation menu. I felt it should be a conversation option, rather than any interaction, as I don't want to accidentally wake people when I attempt to attack them, suck their blood, or want to walk over them.
The closest thing I could find to any similar suggestions was a past bug report.

Furthermore in the 'Ask about somebody' menu, under 'Ask about yourself', an option to 'Ask about them' should exist. I'm aware searching for their name and then asking about them currently provides the same response as the 'Inquire about listener's profession' option. However instead of this result, I'd like them to reveal what groups they're members of.

One last thing, when looking at (g)roups in the 'Q' menu (Adventurer log?) the ability to see the relations between a selected group and all of their contemporary groups would be helpful (Perhaps all groups the adventurer is a member of should be coloured different than groups they are not associated with to avoid confusion).

Thanks for reading!

10
DF Gameplay Questions / "Really Attack?" + Insurrections
« on: February 13, 2016, 07:52:53 pm »
Under the "Other bug fixes / tweaks" section of the devlog it is stated that:

" *"Really attack?" gives more information "

Does anyone know what this is referring to? I imagined that it would provide information on which groups I'm becoming hostile towards, which groups approve of my behaviour and the existing relationship between these two groups when I attack someone.

Ever since I became a lord in Adventure mode, it's quite hard to understand who it is that's on my side, and who isn't.

Also, my Hearths-People constantly remind me that there is an insurrection going on, but don't provide me any information on the leader, their numbers or their location. Is there anyway I can root out information without retiring, viewing the legends mode list and risk my adventurer being overthrown / killed in the un-retirement process?

Any help would be appreciated, thanks.

11
DF Adventure Mode Discussion / Confronted by a dog
« on: June 25, 2015, 05:49:49 am »
I had retired my legendary swordsman, dodger, armour user human necromancer after claiming ownership of a town. After spending some time within fortress mode, and then returning to adventure mode I found I was unable to play my character. After doing some research I discovered four dogs had confronted my rule in insurrection, and defeated my grand adventurer. They weren't particularly good dogs either, just your regular run-of-the-mill dog.

Has anyone else experienced something similar? I wasn't aware dogs could hold insurrections, let alone slay an immortal, legendary, and incredibly handsome adventurer.

I would provide an image as proof, although I'm not entirely sure on how to upload it.

12
DF Suggestions / Deities limited by land.
« on: October 17, 2014, 02:07:23 am »
Yes, another suggestion for gods.

The way in which worldgen creates deities which effectively have power from one corner of the map to another, yet had worship limited to the confines of a single civilisation or village seemed disturbing. In a world which the inhabitants take their lives and their gods seriously, a disturbed feeling is warranted. Although changing this system would have effectively no change on current game play (Such as current Fortress and Adventure modes) it would have impact on world generation and the extent of a players power, when chosen to play as a deity (Whenever and if that would be implemented).

Yes, I understand game play elements involving deities are said to expand within future updates including things like proper worship, however I didn't believe that the current set up was properly evaluated to begin these expansions. So no, I'm not stating that "Deities should get updated" rather "How I imagine the updated deities should behave".

Onto the actual suggestion: Effectively they behave as the nymphs and dryads of forests and lakes. As the world generates certain land features should be possessed by the spirit of their own existence, and these spirits should be effectively limited by their features. i.e. A mountain would be possessed by a 'spirit of mountains' and their power would spread to the extent of said mountain range - and possibly into some of the surrounding country side. Mortal inhabitants of such mountain range would perceive such acts of the mountain spirit and worship it as a deity. The deity may create creatures and titans to virtually expand its influence via their proxy.
Certain extents of this would be that deities hope for and require worshippers to extend their reach beyond their possessed biome and into the sanctuaries and temples of worshippers. Furthermore, it would filter out certain obsolete deities within certain civilisations. e.g. The landlocked mountain worshippers, having never seen an ocean, would not have need or desire to worship a deity associated with oceans - automatically creating a hierarchy of deities within pantheons.

This is not to say this is the only deity of mountains, far north another possible mountain range bearing another civilisation would have their own worshippers and limitations. If and when the player may be able to control one of these deities, they would be provided with another form of individual game play rather than a Fortress or Adventure mode clone.

Hopefully I've been able to communicate my point effectively and within reason. Please critique and include your own suggestions.
Furthermore, I'd like your opinions on how abstract concepts such as deities of death, weather and truth should/could be handled.

13
DF Suggestions / Sieges - Stepladders
« on: October 13, 2014, 09:22:06 pm »
Should invaders use the new stepladder concept to climb up de ramped walls?
I mean, since climbing is already in the game it makes it somewhat redundant, although it could be a way to counter smoothed walls.
At most, it'd probably only make you build walls an extra layer higher, so again it's pretty redundant.
http://www.bay12games.com/dwarves/ <-- Update feed
Actual stepladder information in spoiler.
Spoiler (click to show/hide)

14
DF Suggestions / Child abduction
« on: March 22, 2013, 08:59:23 pm »
The way that the goblins every now and then pop up to steal the dwarven children got me thinking... There are many fairy-tales and myths that goblins and fairies would steal human children and replace them with their own (to cause mischief and whatnot), this child would then grow up believing it is a human and then be chased out of town with claims that it was mutated demon spawn (or something like that  :P) or would remain in town getting up to all sorts of no good...

I would like to put this suggestion forward to add more depth to child abduction instead of just 'abduct and rescue'
also before I get bombarded with 'planned' or anything else, I simply posted this to ask people opinion on the matter.  :)

15
DF Suggestions / Vampires
« on: March 20, 2013, 03:02:12 am »
Hello!

Recently I've been thinking over the subject of vampires in game, I thought it was a bit unusual how as soon as you drink the blood of a vampire you instantly become one.
I wanted to suggest a new system for the transformation from a regular mortal into a vampire... get this...

What if as soon as someone drinks the blood of a vampire or is cursed by a deity during world gen nothing visible happens and the victim walks away feeling no different, yet he is cursed. Say about 24 hours after the death of our victim (it doesn't matter how they died, just aslong as they did) or until the next evening the victim will raise from the grave as a vampire. The vampire would claim a new identity, say by killing someone then claiming to be that person, the vampire could then hide the corpse in his grave, or just throw it away and no one will be any wiser. <-- ( an example of how it would go in world gen)

Just an idea, but I'd think this would add more depth to the 'mythology' of vampires existing in game

also sorry if this has already been mentioned, in the brief search I did; I did not find anything like this mentioned.  ;)

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