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Messages - Bad_Goblin

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1
Sounds like a great way to celebrate a milestone in the game's history.

2
Sweet, Can't wait to try this out.

3
Mod Releases / Re: [44.12] Dwarf Fortress: The Long Shore 1.7
« on: August 26, 2020, 01:28:18 am »
Incredible, this reminds me a lot of D&D’s Dark Sun setting. Quite an interesting and unique spin on the whole post apocalyptic narrative. Can’t wait to see what you add to this in the future!

4
DF General Discussion / Re: What Would Urist Do?
« on: February 22, 2019, 08:54:30 pm »
Assume the chef was totally insane.

Wwud if the fortress mayor started letting animal people join the fortress as full-fledged citizens?
Urist likes aye-aye men for their “interesting fingers” ;^). The rest of the animal men along with the mayor he designates to a nice burrow with a sweet magma incinerator for “ethics purging”.

WWUD if he was one of the last living citizens in a dying dwarf civilization?

5
The first boozeling sounds like a pathetic creature indeed hahah. I’d like to see a sketch of what one of these guys would look like, very unique idea. I’ll have to put em in my raws and see if I can come across one on my next playthrough.

6
Mod Releases / Re: [0.44.12] All Races Playable mod
« on: February 22, 2019, 01:09:34 am »
Is it possible that you could potentially make this mod or something like it compatible with Meph's Tileset & Utilities? It's a really cool feature but, considering that it can be finnicky with things specifically like Meph's tileset, which comes with a slew of other features, it'd be nice if there was something to make it compatible! I'm not sure how complex & involved that would be, so if it's difficult & irritating feel free to tell me off, but it's just a nice thought.

You can potentially get this mod working with Mephs tileset, along with a lot of the utilities that are included in the launcher version however, not directly with the launcher itself as it overwrites the Raw’s this mod edits. That would be more of a question for Meph to see if he could collaborate with Lovechild to get this mod added to the launcher options.

7
DF General Discussion / Re: Future of the Fortress
« on: February 21, 2019, 11:08:15 pm »
For the Myth and Myth Release will magic also be found in the form of runes? In many different fantasy settings dwarfs have a great affinity for "rune magic", will we ever see this in Dwarf Fortress as well?

If so, would this form of magic somehow be implemented into the engraving and magic skills? (In the sense that creating a rune would require knowledge in the engraving skill in order to carve the rune into an object, as well as the proper experience in magic to imbue power into the rune.) Or would "Rune Crafting"  have it's own skill(s) entirely to differentiate itself?

Lastly, What uses could rune magic have?
(For example: Could magic runes carved onto a weapon/piece of armor give said item special properties such as a rune engraved weapon now causing fire damage or have it deal harder hits in general? Could a rune engraved on a Helmet grant it a better chance at shrugging off blows? As another example, could engraving a rune on an object like a door make it so that it can only be opened by one with sufficient magical knowledge/skill? Or could magical runes be used as a form of "trap" engraved on a tile that could cause a lethal property to activate, for instance say, engulf the tile in flames if a specific creature (ex: a goblin or filthy elf) stepped on it?)


I might be going out on a limb or a tangent here that could quite possibly belong in the suggestions thread, but if something like this was ever implemented it could add a whole new depth for dwarfs interacting with objects as well as their environment.
Rune magic has been asked about and mostly confirmed in this thread before. I think if you do a search for runes you should find a previous answer from not so long ago.

--edit
Oh, like this one to start with. There's others too I think.
Quote
4. Traditionally, wizard magic is a big no no for dwarves. Do you think we'll be able to make dwarf wizards anyway on our forts, if we want to?

Toady's reply:


4. It depends on what you mean and the settings for that world.  "Geomancers" and "Rune <X>ers" are common dwarf 'wizard' types that aren't closely linked to the more-often-used priest powers.  Then there's the more traditional links to magical item production, which is a sort of magic.  The more vanilla settings will lean this way, toward 'dwarfy' magics, I suspect.  Others will allow more arbitrary research and spell opportunities.  Even in the vanilla settings, doing things like exploring runes and the powers of the earth would be on the table as research-style possibilities.

Wow, that's pretty cool info! Thank you for digging through the thread and finding this answer from toady, I'll have to go back and do a bit of digging myself and see if I can find anything else related to dwarf magic and runes.

8
DF General Discussion / Re: Future of the Fortress
« on: February 21, 2019, 04:57:14 pm »
For the Myth and Myth Release will magic also be found in the form of runes? In many different fantasy settings dwarfs have a great affinity for "rune magic", will we ever see this in Dwarf Fortress as well?

If so, would this form of magic somehow be implemented into the engraving and magic skills? (In the sense that creating a rune would require knowledge in the engraving skill in order to carve the rune into an object, as well as the proper experience in magic to imbue power into the rune.) Or would "Rune Crafting"  have it's own skill(s) entirely to differentiate itself?

Lastly, What uses could rune magic have?
(For example: Could magic runes carved onto a weapon/piece of armor give said item special properties such as a rune engraved weapon now causing fire damage or have it deal harder hits in general? Could a rune engraved on a Helmet grant it a better chance at shrugging off blows? As another example, could engraving a rune on an object like a door make it so that it can only be opened by one with sufficient magical knowledge/skill? Or could magical runes be used as a form of "trap" engraved on a tile that could cause a lethal property to activate, for instance say, engulf the tile in flames if a specific creature (ex: a goblin or filthy elf) stepped on it?)


I might be going out on a limb or a tangent here that could quite possibly belong in the suggestions thread, but if something like this was ever implemented it could add a whole new depth for dwarfs interacting with objects as well as their environment.

9
Mod Releases / Re: Primal:A prehistoric wildlife mod(500 animals)[44.12]
« on: February 10, 2019, 11:20:33 pm »
This is amazing. I wish I could come up with nice 32x sprites for all of those. Would be so much fun, especially once mounts work... with dwarves riding a Trex. :D
PLEASE DO I'd love some support for this mod in your tileset.

Also Enemy, this is amazing! I'll have to hit you with some new animal ideas after I play around with this for a while. 8)

10
Tilesets and Graphics / Re: Vordak`s 32x Dwarf Tileset v0.7.1
« on: April 03, 2018, 04:09:23 pm »
Wow, when this tile-set came out I didn't expect it to become so ambitious! Can't wait to see what comes of this!

11
Other Games / Re: Total War: Warhammer! Now with 2!
« on: November 13, 2017, 06:10:47 pm »
The Dwarves are the true final enemy of all in Warhammer Total War

How fitting.

12
Tilesets and Graphics / Re: Vordak`s 32x Dwarf Tileset
« on: November 13, 2017, 05:04:23 pm »
Wow, these look incredible. Keep it up!

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