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Messages - TheHossofMoss

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331
DF Dwarf Mode Discussion / Re: Of Iron, Charcoal and Steel
« on: October 20, 2014, 02:07:27 pm »
*vomits* I'm suspecting the day that I have nothing left to learn about DF will never come (especially since I've never even built a pump or pipe, or functioning minecart, yet) :( And even if I did learn everything there is to know, then an update would come out and change everything ;) Just found out yesterday I've been treating hospitalized dwarves with muddy water through every fort I've played, too..

But that's the beauty of Dwarf Fortress! There is always something new to learn. Some new efficient way to do something, or a new horrible way to have !!FUN!!

All in all, you never stop learning.


332
I'm uh, not sure where to classify this one...
Spoiler (click to show/hide)

Marsh Titan, rather than Hill or whatnot... and radiates giving and kindness?

I decided it was trying to set an example, so in the spirit of giving I kindly radiated my magma cistern into it and that was that.

That's hilarious!!!

333
DF Suggestions / Re: Sieges - Stepladders
« on: October 18, 2014, 11:42:39 am »
1 square is approximately 2x2x3 meters :>
Well that means a Giant Sperm Whale (40,000,000 cm^3) will fit into a square 3.33 times OR
40,000,000 cm^3 / 300 cm = SQRT(133,333 cm^2) = 365.15 cm per side.
A giant sperm whale would fit within a 2x2x1 tile space, assuming it was 3 m in height.

Going back on topic, do archers gain a bonus to range when higher up and if so, do they get a range bonus from step ladders?

Not currently, I think it hurts their accuracy/power, from what I've read.

334
No dumb, elfish-things.

Be smart, like the dwarfs! Got it.

335
DF Suggestions / Re: Sieges - Stepladders
« on: October 18, 2014, 11:30:49 am »
Incidentally, I wonder if a Dwarf ladder has a warning sticker on the top step.
This is a Dwarven stepladder.  It has four parts, and all four of them are top steps.

I'm sigging this.  :)

336
DF Suggestions / Re: Heresy
« on: October 18, 2014, 10:59:40 am »
But what if you're an Atheist?
The objective Universe cares not what you believe.  If there is a heaven, it exists for atheists as well.  On the flipside, if there is no heaven then it doesn't exist for believers either.

Consider "Pascal's Wager."

337
DF Dwarf Mode Discussion / Re: Death Trap Assembly/Suggestions
« on: October 18, 2014, 10:30:03 am »
Don't items stay put if you block off normal access*? So if the only way into the fortress is to jump, wouldn't that prevent item scrambling?

*Which is to say, if you make it impossible to walk to the inside of the fort.

No. I blocked off all access to my fort. I sealed it, then abandoned it. Walled it in, completely. No way in or out.

I STILL HAD all my items scattered all over the map.

338
So I've just reclaimed the capital in a world where dwarves went extinct in year 24 at the hands of a titan. Currently reclaiming and reorganizing the stockpile level but one of the storerooms is permanently black even after I've explored it. How do I fix this without breaking other things? Picture attached. http://puu.sh/cgQGD/615537cf71.png

I'm not sure about that. I think sending a squad in there will help. Unless that's what you meant by "Explored it" then I don't know.

Is a dwarf in the cage worth more than two in the oak tree?

339
DF Suggestions / Re: The Player As a God
« on: October 10, 2014, 02:31:51 pm »
How about not just dwarves, but any creature in world gen can gain enough following to become a god. This could make ancient vampires especially dangerous in a fortress as they could easily gain a cult around them.

Oh gosh that'd be difficult to go up against!

340
DF Suggestions / Re: The Player As a God
« on: October 10, 2014, 12:18:00 pm »
So, here's an example of what I'm thinking, just to get the full idea out there, I'll have observations of the mechanics in perentheses:

Urist McObservant has known his fellow six founding dwarves all his life. They were all average dwarves from their kingdom. Yet somehow their new fortress is drastically more efficient than anything the other dwarves have ever had (Let's face it, player-run forts are worlds apart from whatever the game makes on its own). Urist McObservant suspects, but does not know, that there's an unseen hand at work here. (At this point you would get an announcement that an unseen hand is suspected. There's no pause involved, it's just there so you know.)

Urist McObservant spends his idle time out in the meeting hall, despite having a room of his own he could settle down in like everyone else. He talks to others, and keeps his ears open for news from the outside world. Looking for some explanation. There isn't one, besides players. After a while, McObservant is convinced. (At this point, you do get a pause. If you were watching closely and checking thoughts you probably already know who it is, but until now you really shouldn't even touch the person.)

Urist McObservant doesn't want to spook whoever's in power until he knows what sort of deity he's dealing with. (At this point you can choose to give him a sign, good or evil, by how you treat him. Elevate him to a coveted noble position, or give him great furniture. Or beat the utter shit out of his life. Assign his wife to stand under a bridge and atom smash her, or send his son outside for a snatcher to take. You could choose to just sit there and not even touch him if you wanted the game to remain the same.)

NOW he knows what you are. He goes to a room all alone, or outside where no one is, and talks directly to you. (You'd get a screen like the Outpost Liason gives you, where he can confront you and ask you what you want from him. Instead of a trade agreement, you'd get a list of possible rules you can lay upon him. In exchange, he'd have prayers you should answer. They're like a Noble's mandates, but the penalty for failure would depend on Urist's personality. It might just be disgust at you as he suffers his way out of your following, or he might just turn into a terrorist and fuck the fortress up before leaving and bringing back an army to kill your fort.)

Eventually, Urist's faith spreads throughout the fortress and everyone is following a standard set of rules that improves fortress life. With the cult flourishing, they begin sending out emissaries to other settlements, spreading the faith. Pilgrims (Probably from multiple races, not just your own) flock to the fortress and it becomes a holy capital. Over time, everyone knows of you in some way. Including the other gods. (At this point we could roll in that pantheon and holy war suggestion that already exists elsewhere in the suggestions forum.)

My question is, can we kill gods? If so, can gods kill you?

341
DF Suggestions / Re: The Player As a God
« on: October 09, 2014, 03:44:25 pm »
The short version: Create a set of personality traits that make certain dwarves prone to believing in an unseen God that controls only their Fortress.

Basically, the dwarves would see the player's hand in things, and start wondering if s/he exists. When one of your dwarves begins thinking this way, you get a pausing announcement that tells you about it. You can then decide to either treat that dwarf the same way you always have, in which case nothing comes of it, or you can start interacting with that dwarf personally, in increasingly direct ways. Once you get a dwarf truly believing in you, they'll start talking to you directly, sending you prayers. Maybe there would be a secondary Nobles screen showing you your followers and their Prayers, which could function like the Mandates from Nobles. Only with different effects for fulfilling or rejecting them.

There's more to it, but I've gotta leave for work soon. I'll be back later today.

I dig this suggestion! +1

343
I've found in some limited situations that when dwarves are sent to fight re-animated zombies even having professional discipline did not prevent them from experiencing mortal terror many tiles away (10+). If by chance (and good fortune) you get your hands on a zombie it could be released into a room full of trainee's, who would only overcome their terror and kill it when their discipline is high enough. Ideally the zombie would be relatively harmless, like a reanimated head or skin.

I've had reanimated skin kill several dwarves in a few ticks.

344


Awesome job! We are actually selling a book right now for an author event tonight called "Cracked, not Broken."

345
DF Dwarf Mode Discussion / Re: Are bucklers much different from shields?
« on: October 07, 2014, 01:30:05 pm »
Good thread. Have learned a bunch. Thank y'all!

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