Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Fishyfire

Pages: [1] 2
1
DF Community Games & Stories / Re: Losing Is Fun - The Interactive Comic
« on: February 26, 2020, 11:18:02 pm »
dodge-roll trough null space!

2
DF Community Games & Stories / Re: Losing Is Fun - The Interactive Comic
« on: February 24, 2020, 10:06:17 pm »
if one urist of energy is equal to one joule, then we have roughly 18.359 grams of anti-platinum. if we shot ten miligrams of anti-platinum at a missile, it would create a 1.8 tera-joule explosion on contact (430.21 tones of TNT)(kinda overkill). That would definitely be enough to destroy the missile, and there are only 37 missiles so we would be left with 17.989 grams of anti-platinum. if the missiles are headed straight for us then we would have no problem hitting them.

assuming we can shoot more than just mantis jerky.

3
DF Community Games & Stories / Re: Losing Is Fun - The Interactive Comic
« on: February 10, 2020, 10:16:48 am »
-1 to the trees thing, they wil a) likeky check the ship and b) notice that the plant is made of blood and not an actual plant
what if it was a carnivorous blood plant and it ate the moon elf if they didn't think it was actually a plant (assuming they entered the ship to check)? and how could they notice that it is a blood plant from a hologram?

maybe we could say we are going to that world to study the trees? these are elves so we have to mention trees to them!

haha! I didn't notice your profile avatar was a piranha plant!

4
DF Community Games & Stories / Re: Losing Is Fun - The Interactive Comic
« on: February 10, 2020, 09:33:50 am »
”I have living creatures I intend to take to a planet with life. Will you let us pass? There are no hostile intentions”
+1
Elves like trees so maybe moon elves like space trees, tell them you have trees on board as well!

and if they doubt that then use hemomancy to make a blood plant out of our blood toga and show them!

5
Do we live in a society?
tell me, is answering your question futile?

7
If a tree falls on a mime and nobody is there to see it, does anyone care?
It is impossible for someone to cares about something they didn't know happened.

8
Discus your thoughts!
Perhaps, the philosophical implications of literature, music, or other forms of art?
Maybe the philosophical implications of behavior, knowledge, morality, life in general?

for instance: The Library of Babel.
it contains all books that could possibly exist using 25 basic characters, 80 characters per line, 40 lines per page and 410 pages per book!
that's 251312000 books! more books than there are atoms in the universe! even if you new the location of a book you wanted to obtain, the odds of reaching it in your lifetime, if you started in a random room, is infinitesimally infinitesimal!

or maybe we could discuss about philosophy in general. how much do you value it?
do you find it itself trivial or do you find it trivializes every thing else? or is this question very trivial?


9
DF General Discussion / Re: Future of the Fortress
« on: August 24, 2018, 11:37:45 am »
I have found a PDF containing potentially useful materials information, may be interesting.

http://www-mdp.eng.cam.ac.uk/web/library/enginfo/cueddatabooks/materials.pdf

10
DF Suggestions / Re: Solving problems without killing
« on: August 03, 2018, 02:39:10 pm »
I find it very unsatisfactory that all the current were-cursed people are completely casual about their current situation. not even any signs of lack of social interactions.
The whole interaction with the cursed individual should be more of a moral dilemma depending on the cursed individual's personality.
Maybe they are ashamed of becoming the thing that they once hated and feared, so when you interact with them they will be more timid or afraid of the player, fearing that they would be seen as merely a bloodthirsty monster who wished nothing more than to kill innocents mercilessly.(Which is how the player reacts to them anyways, by saying that they are a vile creature of the night and that you will slay them where they stand.). Perhaps to solve this problem there were-beast selves could be restrained and then trained? or the cursed individual could encouraged to force their will over the will of their curse?
The one-note-ness also could apply to the insane, where someone could have gone insane but if they where treated they may be able to regain some semblance of their previous life (although this might only make sense with the stark raving mad one).
But if someone who was cruel and has no regard for what others think of them and would have no problem killing people if they were a were-beast, then it wouldn't be much of a moral dilemma, I'd gladly smite them where they stand.

And maybe after you slay the horde of zombies, you could convince the necromancers to return to society and contribute to it as scholars and give up their necromancing, maybe they hadn't know that they caused the death of one of their family members, that should certainly make them sad and rethink something (if they value family maybe?).

And I know that psychopathy and sociopathy and their traits aren't things in the game, but they are generally the ones who are in positions of authority, relatively lots of CEOs, world leaders, police and reporters are like this but so are pilots, surgeons and special operatives. You wont ever be able to change their minds unfortunately. but I don't know what traits DF looks for to find the leaders, or if it even cares.

With bandits and criminals, some may have just joined up out of fear of being on the receiving end of the banditry, others may have joined up because they were poor and had no other ways of sustaining them selves, others may have been looking to use the easy way to obtain wealth, and some may just enjoy being cruel. But the bandit leaders are the ones holding it together, if you would do this the easiest way with killing the least amount of people and solving the most amount of future problems, just killing the bandit boss would ideally be the solution. But i don't know if DF currently selects any random dude to be a bandit or the people with the right traits, same with the bandit boss and leaders in general.

11
DF Modding / how do you stop elves from warmongering?
« on: July 23, 2018, 03:38:31 pm »
I added about 5 new races and civs to go with them, but every time I generate a world, the elves always dominate the other civs.
even though they use wooden weapons. They always seem to have double the amount of wars (mostly offensive) than the civs with the second highest amount of wars.
they always seem to conquer other towns and leave them populated with only 1 person. Other civs never seem to try and stop them.
and they win so much? WHY?

So if I run a world for a long time, eventual the elves kill off 2 races entirely and make a few others with only 1 weak civ.
I see elves as defensive rather than offensive. the way they act should be sort of like: if you come into our forest we will kill you. rather than: if you are in the vicinity of any trees we will kill you (a bit exaggerated).

12
DF Suggestions / Re: Witch Burning - Or - Different Views on Magic
« on: May 31, 2018, 07:46:41 am »
ya, your magic using could be a civil value and they either hate it and prosecute witches or embrace it and have magic shools, and scholars. Or are indifferent. But it would all depends on their civil values.


"But, what do we burn aside from witches?"
"MORE WITCHES!"

13
DF Suggestions / Re: Ramps, tumbling, sliding etc.
« on: May 24, 2018, 04:12:39 pm »
Thanks for the support. I'm glad my suggestion is being recieved well. So far.

And one more thing to add is that maybe the ramps could also cause objects as well to tumble down. Yay, flaming log defenses!

14
DF Suggestions / Ramps, tumbling, sliding etc.
« on: May 24, 2018, 08:04:33 am »
This is a suggestion of add sertain mechanics to ramps and any z-level movement tiles, and some other movement related stuff.

1st part: tripping and stumbling (not z-level related)
Say urist mcwhoever is running and a enemy gets a successful hit on one of his limbs of locomotion, he would be 'tripped' and either fall flat of his face, slide onto his face (with enough velocity) or begin to stumble. When in a stumbling state, he would continue to move in the forward direction until he is either able to recover from the stumbling or falls down. (Perhaps other things could be taken into consideration, like kinesthetic sense and agility).
Or if urist is hit in the upper area without 'bracing for impact' he may stumble in the direction opposit to the strike. Stumbling forward would be more easily recoverable than stumbling backwards.

Part 2: sliding and tumbling.
So if urist sprinting down the stairs or side of a slope urist should go faster than he can normally go, and continue to accelerate down the hill, but one he starts to go faster than his feet could possibly keep up with, urist will begin to stumble, and stumbling down a hill will make you end up tumbling down the hill, and urist should tumble and tumble until he reaches the bottom. a materials friction coefficient may determine if urist tumbles or slides, stairs will have a artificial higher friction coefficient, and the higher friction coefficient, the more scraping injurys urist might sustain sliding down a ramp (therefore stairs will naturally cause more severe scrapings. But if urist is tumbling down a slope or or stair he will suffer Manny kinds of blunt and scraping  injuries. Also if once they reach the bottom of the stairs or ramp they will retain their velocity and slide a sertain amount of tiles after the bottom of the incline depending on the friction coefficient of the material and the velocity. But if urist has good spacial and kinesthetic sense then he can go into a recovery roll, were will slow himself down and take less damage.
Floors with contaminants such as puttles could cause dwarves to slip, especially if the are running, potentially insuring them. Also stumbling up a hill will just make you fall flat on your face. I'M SO DISORGANIZED! Also going up a ramp or stairs will make you go slower and take more energy than going down stairs

There is alot of other things you can do with this and take into consideration. This is just some of Manny of the things that I thought about.
And I understand this isn't something that could be done in a split second and would probably be moved over into a more long term changes.

But the real reason I want to be able to de this is so I can throw myself down a hill in adventure mode for fun, and to make a dwarven water slide to stransport my dwarves in fortress mode. And maybe when breakable objects become more applicable to more objects They might break what they were hauling if it is delacate!

"Ow no I slipped on a pile of vomit at the top of the stairs and dropped a cage with a dragon in it, and it broke open, what FUN!"

15
DF Suggestions / Re: Raise the worth of malachite
« on: May 24, 2018, 06:52:39 am »
I would even raise the value of malachite to 4 even though you would loose value by smelting it into copper. But if your fortress needs copper to make stuff well then it have its own value which is being able to make weapons out of it. But I don't think dwarf fortress takes into anny sort of consideration astetic value at all, since chalk is more valuable to make stone things out of, but no one would actually think chalk looks nesesarily better than other stones (on-top of it, chalk is a material with undesirable mechanical properties for it to be used as a material for constructions of any kind). But I don't think the flux stones 's economic value should affect their astetic value.

To recap, I think that increasing malachite's value to like 4 would be a good idea despite it would be smelted into a lesser valued material ( copper) because why the hell would you make decorative malachite if it is less valuable then copper? This now makes it so there's a 'dilema' for the player: "should I make malachite gems... Or should I smelt it into copper for its more usefulness." But say in the player's fortress they already have a steel industry then they wouldn't need to make copper at all, so then they can make malachite stuff without too much of a sacrifice. Especially of they have other copper ores on their site.

But then again, I'm fairly certain you can just easily mod the value of malachite in the game's raws. But I understand for making it a more 'official' change.

Pages: [1] 2