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Messages - TheOtherHorseman

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1
DF Dwarf Mode Discussion / Re: Endgame Changes?
« on: October 31, 2007, 12:01:00 pm »
Struck Adamantine repeatedly on -7, and once on -6. Have 17 mined ore. Nothing bad has happened yet, but its only been a year.

I have no lava to smelt it with   :(

EDIT: I found most of the adamantine embedded in the similarly colored Microcline, although a bit directly above the microcline was found embedded in rock salt.

[ October 31, 2007: Message edited by: TheOtherHorseman ]


2
DF Dwarf Mode Discussion / Re: Coolest discoveries yet!
« on: October 31, 2007, 11:58:00 am »
Availability of rare things was pretty cool. On my first functional fortress, I have struck Adamantine 7 levels down four times, and once on the level above that. I am rich in Adamantine ore, but I don't think I have lava anywhere. I only hope that if I dig deeply enough...

I'll find it and won't be killed by terrible hellspawn.


3
DF Suggestions / Re: "Mine this vein" designation.
« on: July 09, 2007, 10:08:00 am »
This seems like some kind of automated cave-in generator.

I approve.


4
DF Suggestions / Re: Noble Arrival Warnings
« on: August 25, 2006, 11:40:00 am »
Eh, rope is rope. If my dungeon is a litter swankier than what dwarves are used to, that's not my problem. Now, if only I could get them to make a disco ball for each jail cell...

5
DF Suggestions / Re: On Magic and Related Thingies (long)
« on: August 23, 2006, 11:48:00 am »
Eh, if you'll read what I'll wrote, you'll note I wasn't excessively consistent. I talked about earth-related magic and then proceeded to mention fireballs and levitation.

I chalk it up to being at work and not being able to focus my thoughts.  ;)

Anyway, I stand by this. Enchantments, wards, runes, and such are fully within the scope of hairy midgetkind.


6
DF Suggestions / On Magic and Related Thingies (long)
« on: August 22, 2006, 12:53:00 pm »
This is completely and disgustingly long. You have been warned.

So, I was thinking about how magic might be introduced for the dwarves at some future date. It'd be a cool thing to have around, and a mark of status for someone to be able to say that they support a small but thriving community of Spelldwarves.

While introducing magic opens up a lot of cool and insane ideas, because it basically strips away the need for realism and lets you do whatever you damn well please, it is important to not overshadow the more mundane aspects of dwarfy life completely, not to mention the distant "Run a Wizard's Tower" mode.

So, here's my idea. Introduce the following:

New Buildings -
(Wizard's) Sanctum, Book Binder, Library

New Skills -
Wizarding, Papermaking, Book Binding

Now, an explanation of each, in an order that makes sense to me.

Papermaking: I am calling it one skill but I can see three ways to make this. One unit of some plant -> papyrus
One unit of skin -> Parchment
One log -> Stack of papers

Now, I can see these three being done at the resource-relevant workshop (minus carpenter for the log), but it might be better to move them all into one central workshop, perhaps the...

Book Binder: Wherein books could be created. They would be blank books for future use by spelldwarfs and other folks.
What could books be used for?

Wizards could make them into spellbooks, which will be detailed later.
Dwarves of Legendary skill may be compelled to write How-To manuals, the reading of which by other dwarves could increase their rate of skill-up in the relevant skill.
Nobles and other accomplished dwarves may feel compelled to write memoirs, histories, legends, and fiction which could be read by dwarves on break to increase happiness.

Possible replacement for this when the dwarves become more technologically advanced: Printing Press, for mass production.

Library: This is where all books made are stored. This could be a small, standing-room only place, or a sprawling area with tables and chairs so dwarves can sit down and read.

How-to manuals for the faster skill-ups, other things for pleasure, and spelldwarves could get research done here.

When the economy kicks in, books could be sold, but again, always keeping one copy on hand so more could be made from it.

Now, on to wizards. I see dwarves as having a limited sphere of magic available to them, tied strongly to earth and maybe just a little booze. Anyway, for any wizards to be had, you would have to have a Wizard's Sanctum.

I see this as being a room defined from an object rather than a workshop. Perhaps a stone/wood/metal bookstand? Anyway, once you have a sanctum and whatever other requirements seem like a good idea, you will attract a new noble: The Archmage (or high wizard, or Grand Thaumaturgical Dwarfish Poobah, etc.)

The Archmage will, once (s)he settles in, begin creating a spellbook and then searching for 1-2 dwarves with latent magical talent to train as apprentices. The number of apprentices might be increased depending on how grand and secluded the Archmage's rooms are.

Once the apprentices finish training (read: reach a specific level of wizarding skill) they are full on wizards and will want their own sanctums and spellbooks, and can take on apprentices. The total number of allowed wizards will have to be some function of total dwarf population, lest magic spread among you like a virus.

Because wizards won't do work. They're as bad as nobles, if not worse. The only commands they respond to are magic-related.

Wizards will eat, sleep, lounge around, study in their sanctum/research in the library to increase their wizarding skill, and do the most important thing: Wander.

I see spell research as happening similarly to research in the game Evil Genius. They will wander your fortress until something catches their eye. It will inspire them to create a new spell, which will give a healthy boost to wizarding ability. Once the spell is created, they will know it, and it will be copied and sent to the library for dispersal among the wizarding population.

So, something like...

Wizard noticed a stonefall trap. "SWEET BEARDED GOD OF ALE! I COULD PROBABLY CREATE A SPELL THAT DID THAT!" or saw lots of sad dwarves and came up with an enchantment to put on wells that boosted their joy, or on viewing a fire imp sodomizing your defense force is inspired to create a fireball spell.

Spells could be classed in two general categories - the kind that your wizards use on their own in day to day life (fireballs for self-defense, levitation to float over rivers and caverns, etc.) and the kind that they'll do on command (enchantments, grand ensorcellments, etc.)

Large rituals would require specific numbers of wizards, with a certain number being of set skill level.

This also would open the door for magical threats with magical solutions.

Example: A Demon besieges your fortress with a batallion of Hell's finest, and you have to hold them off until your wizards can come up with a randomly researched solution (Vanquish in combat? Banish to hell? Bind into the soul of a newborn child and made to slumber, creating a freakish super-dwarf that will kill you all if and when it snaps? Maybe just prolong the inevitable by placing anti-demon wards and magical traps?)

I'm tired of writing now. I'm also tired of making it look like I'm working in the office while writing all of this. Feedback?  :p


7
You caught one?

You could conquer a city with that thing.


8
DF General Discussion / Re: Possessions, Fey moods and more
« on: August 21, 2006, 11:23:00 am »
quote:
When a dwarf gets a serious wound, though, they are likely to be maimed for life. It's not so strange for extremely tough, previously self-relient types of people to completely flip out when faced with that sort of thing.

It is rather irritating to have the wound-induced madness side of realism without the medicine side, of course. I'm fine with people being concerned when they're maimed.

I'll be less annoyed, however, when there is a cure what ails them besides drowning or starving them to death.


9
DF General Discussion / Re: Hey, Toady One!
« on: August 22, 2006, 10:04:00 am »
I'm all for adding graphics. At the appropriate time.

The game is perfectly playable as it is, and if graphics are to be implemented, it should be when the game is either close to done or if it becomes so amazingly complex that letters just won't do it anymore.


10
DF General Discussion / Re: [bug] Killed by the dead...
« on: August 17, 2006, 07:35:00 pm »
I feel your pain, bugbrother. My dwarves are becoming crippled by an inability to find their way to an item they needs, which has clear and easy paths to it, and their inability to do anything except focus on that one task.

I CAN'T FIND THE FISH BARREL

Put it in an empty one, then.

FIIIISH BARREEEELL

I CAN'T GET TO THE BEDROOM

But... it's clear sailing from furniture storage to the bedroom

NEITHER CAN I
ME NEITHER
x infinity


11
I find myself saving and backing up then continuing play a lot, merely because I live in morbid fear of crashes and bugs. I'm perfectly happy failing miserably because the game killed me or because I was stupid, but I absolutely despise getting screwed by a bug.

I expect this strategy to fade as the game becomes more stable.

A lot of the fun in this game is enriching your world by getting slaughtered in it repeatedly. Or by slaughtering your impudent dwarves.

[ August 18, 2006: Message edited by: TheOtherHorseman ]


12
DF General Discussion / Re: year long tantrum
« on: August 17, 2006, 12:23:00 pm »
In my dwarven universe, violence is some kind of horrible voodoo curse that destroys everyone it touches. I started off okay. A miner was surprised by three lizardmen jumping out and screaming "boo!". He then proceeded to crush their skulls into a fine paste without so much as a scratch on him.

Later, a trapper's arm was wounded in killing an alligator. He went to bed, and got fed and watered. He slowly began to go insane, and started to tantrum constantly. Eventually he healed up.

He'd be okay for a while, and then suddenly tantrum, stopping his hunting to come back and whine. At one point, he got so pissed that he beat the metalsmith's pet cow to death in the dining hall. A few days after that, he flipped out and killed a dog, and then killed a nearby dwarf. Two other dwarves found themselves honorary members of the "CUT THAT THE HELL OUT" brigade and were sent to deal with him.

They died.

Then the same miner who killed the lizardmen waltzed by and beat the crossbow-wielding jerk to death, again without being scratched.

So, basically, I have a tomb now.

Oh, and before I stopped the game for the night, a dwarf fought off 4 lizardmen. Was wounded.

She is now tantruming, so she was locked in her room to die a slow and painful death, because I know how that story ends. With blood.


13
DF General Discussion / Re: Bunch of newbie questions
« on: August 21, 2006, 11:16:00 am »
1) From what I've seen, question marks are the equivalent of "thinking".

2) The former is a bag, the latter I forget.

3) Yes.

4) When they're eating, their job will be set to eat. Likewise with drink or sleep.

5) That's how they work. Thrones require raw, normal stone, though. Blocks are used for buildings, and bridges/roads if you want to get fancy.

6) Without a stockpile, the relevant stuff will sit in the workshop that made it. This will make the workshop cluttered (CLT) and drastically reduce output.

7) Dwarves are independent, often leading to their death from wild animals, vicious enemies, floods, and a righteously furious me. If you absolutely want them to do a specific job and nothing else, you have to cancel all other jobs if it isn't being done. Remember to turn them back on later if you don't want the dwarf to be a one-trick pony.


14
DF General Discussion / Re: Dwarf Lemmings bug
« on: August 21, 2006, 11:10:00 am »
They know they can't path over lava flows. They're not stupid!

They just happen to think they can dance over an aqueduct completely unharmed.


15
DF General Discussion / Re: What to do with caged goblins?
« on: August 21, 2006, 11:39:00 am »
I want to build special viewing rooms for the nobles and cheap seats for the unwashed masses.

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