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Messages - Curiousepic

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1
DF Suggestions / Re: Adventure mode suggestions
« on: May 02, 2007, 06:55:00 pm »
quote:
Originally posted by melon:
<STRONG>

I completely disagree. When visiting your old fortress, what would there be to stop you picking up a pick, and then tunneling through to a particular place. You'd avoid contact with monsters and it's become too easy to explore that way.</STRONG>


Uh... your conscience?  Actually I'd only want this when/if the various types of rock have different dig times, and perhaps in adventure mode it's actually increased so it's not necessarily as fast as digging in DF mode currently... an increased risk of a cave-in would be cool too, with the possibility of losing your digging tool in it.  Would make for some great death stories  :)


2
DF Suggestions / Re: Adventure mode suggestions
« on: May 01, 2007, 02:26:00 pm »
Has there been any mention of adding the ability to dig/mine in adventure mode? That would be divine.

3
Curses / Re: Back to the dwarf game...
« on: August 07, 2006, 11:31:00 pm »
...OMG, that opening movie...

4
Curses / Re: Back to the dwarf game...
« on: June 11, 2006, 12:48:00 pm »
Well I'd be happy to do some pixel art for the game if you'd like.  It might be cool to do tiles that are monochromatic (per tile), just like the current Ascii(ish) graphics are, to keep the old-school aesthetic, but be a lot more distinguishable/accessable to players apprehensive of character graphics.

Pixel art is one of my obsessions, though I haven't done any in a while.. I have a thing where I can't seem to produce any art unless it's FOR something, and this would be a good opportunity, and would be fun to try out a new style (very low-bit, monochromatic).


5
Curses / Re: Back to the dwarf game...
« on: June 09, 2006, 07:31:00 pm »
quote:
Originally posted by Toady One:
<STRONG>like making your fortress start locations look like they do on the world map. </STRONG>

Does this mean no more straight north-south rock walls?

Hi, btw, just stumbled across this from the UnRealWorld forums, and it looks simply scrumptious  :)  One question though, I appreciate the fact that it's pure ASCII at this point, but with the code you're using, WILL it be possible to add tile graphics at some point?


6
DF General Discussion / Re: Tile Graphics? Need Help?
« on: August 16, 2006, 11:42:00 pm »
And Eternal Daughter.  We have a celebrity in our midst  :)

7
DF General Discussion / Re: Req/Bloat: Discard
« on: August 12, 2006, 02:21:00 pm »
I like the realism aspect as well, the entire logistics concept is a big defining part of this game IMO.  I think the best way to do it would be, as suggested, add a break down stone option to the mason's workshop, which creates "rubble" or "gravel", which will then decay after a certain time, but only if placed outside or in a refuse pile.

8
DF General Discussion / Re: Another fine loop :S
« on: August 14, 2006, 11:03:00 am »
Same thing just happened to me, my Fisherdwarf gave birth to a fine young lad (who needs alcohol to get through the working day, incidently) who, while his mother's head was about to explode from deciding whether to take a drink from the well she's next to and seeking her newborn... wandered straight outside to play in the mining stockpile.

Care of children should be communal, or enveloped in health care somehow.


9
DF General Discussion / Re: Combat messages in "Fortress Mode"
« on: August 12, 2006, 02:18:00 pm »
Even taht would be preferable.  but the thing is, on my unit screen, I actually have no wildlife (except for a crocidile that I can't locate, perhaps he's hiding below water and peeking his head up to scare the fisher every so often  :D) where i am... very bizzare.

10
DF General Discussion / Re: Combat messages in "Fortress Mode"
« on: August 12, 2006, 12:46:00 pm »
WHat I really really want is to report what causes an "interrupted by combat" message... there are times when I get spammed by my fisherdwarves getting interrupted and I can't for the life of me find out why... flies perhaps?  But yeah, that would be extremely useful, as well as a button press to zoom to the message.

11
DF General Discussion / Re: Cooked food not eaten?
« on: August 11, 2006, 06:13:00 pm »
I had a similar problem with turtles... it seemed that's all my fisherdwarves could catch, so I had stockpiles full of raw turtles.  I built a kitchen, but whenever I gave an order for an easy meal, a dwarf picked up some raw turtle, went to the kitchen, then after a while, got a message that it needed unrotten cookable meat, and took the turtle back to the stockpile....

Finally I realized the Fishery existed, built it and ordered fish preparation, and finally that got things going.  I didn't even think of a turtle as fish.  Actually though, I'm not even sure they used the kitchen between preparing the turtles and eating them, I had other things to deal with at the time so I haven't noticed...


12
DF General Discussion / Bolts?
« on: August 11, 2006, 12:23:00 pm »
My second fortress is going a lot better than my first, owing to the fact that I haven't seen a single hostile creature and it's already Fall.  But I am worried about defense once something Terrible (tm) does stumble across my cliffhole.  I've been making crossbows, but I can't seem to find any option to create bolts for them, either from the bowyer's workshop, carpenter's or metalsmith's...

[ August 11, 2006: Message edited by: Curiousepic ]


13
DF General Discussion / Re: The Wagons and Road
« on: August 15, 2006, 07:21:00 pm »
will humans not use dirt roads at all? I have what seems to be a perfect road made mostly of dirt, but it stops right at the edge of the screen.

14
DF General Discussion / Re: Humorous/Memorable Adventurer fates?
« on: August 09, 2006, 05:50:00 pm »
After having instantly cleaved a skeleton in two with a single strike from a two handed sword previously with a swordsman adventurer (who finally succumbed to being ganged up on), my new wrestler character found himself in a truly epic unarmed struggle with a skeleton.  I think I was able to break his arms at various points so they were useless, and I kept trying to get a grasp on it's head to somehow twist it off... but apparently that's not an option.  desperately, I picked up a small rock from the ground and attempted to bash his skull to bits, but after perhaps 40 or 50 hits, there was still no visible damage.  As a result, it started biting chunks out of my lower body for what seemed like hours on end until I eventually bled to death.  I really love the visceral feel of the wrestling system, it's unlike anything I've seen in any other game.

[ August 09, 2006: Message edited by: Curiousepic ]


15
DF General Discussion / Re: What a start...
« on: August 09, 2006, 06:53:00 pm »
Erm, I just started my first fortress after killing off a bunch of adventurers.  I seemed to have started off nicely, There were a couple harmless racoon swarms, and I was able to kill a couple bears.  Then a Grizzly bear showed up, killed my hunter, but I was able to kill it to.  Then, while my dwarves were carrying the pieces of my hunter to the graveyard, strange things started happening.  I was getting combat messages I couldn't locate, then another of my dwarves died from... nothing, I couldn't find anything that could have killed him.  Then another... then another.  Finally, I witness one of my  dwarves killing his own dwarven brethren, and at last he was the last dwarf standing..... then he threw a tantrum and went to bed.

WTF?


edit: hmm, upon closer inspection, it seems the murderer has a red head wound...

[ August 09, 2006: Message edited by: Curiousepic ]


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