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Messages - JustMercy1994

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1
DF Adventure Mode Discussion / Re: Smoking weed
« on: January 09, 2016, 05:03:59 am »
Well, this thread went off topic quickly. But honestly, Dwarf Fortress does simulate alcoholism, domestic violence, and the effects of PTSD so...


Yeah. When you touch these topics in any creative work, it creates a host of big ol' landmines you gotta avoid.

2
DF Dwarf Mode Discussion / Re: Minor canceled die
« on: January 01, 2016, 10:34:38 pm »
You could also nurture the young dwarves, create family housing pods, and dedicate nice places for the children to visit so as to improve their attitudes.

3
DF Gameplay Questions / Re: Problems with a dwarf in fey mood
« on: December 30, 2015, 06:29:59 pm »
Bit pedantic, really. Come on Bay.

4
DF Adventure Mode Discussion / Re: Smoking weed
« on: December 30, 2015, 01:23:33 am »
No. All of the responses by Toady have left us to believe sex, drugs, bowel movements, and urine shall be left outside of the realm of the simulation.

Frankly? Thank god for that. I was mostly joking above, but this is how I really feel. There are some things that are not required nor complimentary to the pursuit of fun.

Thank you, good day.

5
DF General Discussion / Crypthammer - A Reclamation (D&D 5e)
« on: December 29, 2015, 09:57:10 pm »
Hello, various people from Bay12. I have created a oneshot (though it may evolve) D&D 5e adventure that has been entirely inspired by Dwarf Fortress. I suppose I thought I'd open it up to you all first, as you're more familiar with the surrounding "lore" of Toady's random world/history generator. The adventure will involve four dwarves, sent by their kingdom's capital, to locate a missing outpost liasion and delve secure lodgings and await an incoming migrant wave. The fortress has gone quiet for several seasons now, though it was originally founded by dwarven exiles who had violated the laws of their civilization. Additional information can be found here, if you should wish to apply: https://app.roll20.net/lfg/listing/37658/crypthammer-a-reclamation

More importantly, beyond just advertising my D&D game, I guess I'm curious. Is it a good idea to use Dwarf Fortress to randomly create worlds, histories, magical beasts, etc., for classic pen and papers? I've found it -relatively- easy to adapt D&D 5e to the Dwarf Fortress world, through various magic restrictions and the like. It's also a damn sight easier to create a story when everything has names and even stories within the Legends Viewer that I can adapt and add onto. I hope folks take an interest in this, although, this will be my first time DM'ing a proper game...

6
DF Bug Reports / Re: Charcoal not found
« on: December 27, 2015, 10:10:22 pm »
The presence of absence of bin-bugs is not clear at this point.  There were some, in older releases, for certain items.  I don't know if there still are, or if the older bugs affected coal specifically.

THE BIN BUGS ARE REAL, I'VE SEEN THEM WITH MY OWN EYES! ;-;

You'll never convince me that they're a figment of my imagination! Never ever!

He was but a dwarf, yet he faced the terror itself!

...

Passing by the dusty coal bins, Cog was unnerved. He had heard about the strange, unexplained deaths that came down upon the dwarfs assigned hauling duty. Such troubles had never concerned him, since he had always assumed himself unfit for the task. Scrawny and underwhelming, with a small frame and scraggly beard, Cog was certainly not the shining alpha dwarf depicted in legends and tales. He made a simple living copying the writing of his superiors, the talented and privileged class of scholar. He had given up understanding the work years ago. Now, he performed admirably as a biological printing press, churning out hundreds of quires filled to the brim with advanced mathematical concepts, philosophical theses and mechanical diagrams. When the manager called to him, he expected a promotion or praise or at least something to give purpose to his mindless scribbling. He was instead told to haul coal to the smelters - a peasants job!


He brooded. Then, he saw the brood. A strange, brown, silky pod attached to the side of a cherry wood bin. "What is this?," Cog thought. He reached out, only to recoil as the pod burst and a torrent of shiny, scrabbling insects clouded the air in front of him. The bugs, who's only purpose was to consume, reproduce, consume, and reproduce, set upon Cog.

As the flesh of his skinny legs disappeared before his very eyes, Cog felt not horror but relief. He would serve a purpose, the other dwarfs would find his skeleton and the newly spawned eggs, and the mysterious hauler-killer would be revealed.

Little did he know, these bin-bugs consumed both flesh and bone.

Just going to leave this here... So the world knows the true horror of the bin bugs.

7
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 27, 2015, 09:41:53 pm »
So, is there a link to a pre-installed package that's upgraded to the latest version?

8
DF Adventure Mode Discussion / Re: Smoking weed
« on: December 26, 2015, 12:54:23 pm »
For some reason, this thread reminds me of those folks who continually ask for simulated sewer systems.

Real talk, I bet Toady smokes a joint ever now and again. I mean really, he's a mathematician for christ's sake.

I doubt it will ever be simulated in Dwarf Fortress though, despite alcoholism being simulated in a scarily realistic fashion. Including domestic violence and black out rages. Like seriously...

9
I'd also like to mention the future (planned) features page. Sieges will be getting more love in the coming years, including your suggestion that sentient races gain the ability to dig sapper lines into your fortress if the main entrance is blocked or a trap corridor had been previously located by the civilization. You'll need to have patience, as the others have said, Dwarf Fortress is designed for two types. Those who want to "win" or at least succeed in their self-defined goals, and of course those (like myself) who revel in the immersive and divergent story telling possibilities of the simulation.

10
The feature will be giant animals of other kinds. Isn't this just grand?

11
DF Gameplay Questions / Re: How Do I Get On Santa's Bad Side?
« on: December 26, 2015, 01:53:47 am »
The presence of absence of bin-bugs is not clear at this point.  There were some, in older releases, for certain items.  I don't know if there still are, or if the older bugs affected coal specifically.

THE BIN BUGS ARE REAL, I'VE SEEN THEM WITH MY OWN EYES! ;-;

You'll never convince me that they're a figment of my imagination! Never ever!

12
DF Gameplay Questions / Re: How Do I Get On Santa's Bad Side?
« on: December 23, 2015, 09:42:57 pm »
I'm not sure where the confusion is coming from.

I think the in-game cancellation notice is a little more obtuse, saying that it needs "refined coal" which could be the source of the misunderstanding.
Yes, this is exactly it. Thank you. But it seems charcoal in bins were bugged, as referenced by other posts. So we didn't actually require any "refined coal" at all. Santa is useless in DF.

13
DF Gameplay Questions / Re: How Do I Get On Santa's Bad Side?
« on: December 22, 2015, 08:35:48 pm »
Everyone calm down ;-; Be nice.

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DF Gameplay Questions / Re: How Do I Get On Santa's Bad Side?
« on: December 22, 2015, 08:11:00 pm »
But charcoal isn't coal D: I need coal to make steel, right?

Edit: Too much eggnog. Clearly, this joke wasn't well thought out. Is bituminous coal required for steel production?

15
DF Gameplay Questions / How Do I Get On Santa's Bad Side?
« on: December 22, 2015, 03:40:24 pm »
Because I require coal and flux to forge steel, if I am reading the wiki correctly. And even sites with multiple surface and deep metals, as well as flux stone don't seem to often have coal.

So how do I piss Santa off in Dwarf Fortress, so as to acquire his extremely useful gift of coal?

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