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Messages - SQman

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661
Mod Releases / Re: Teneb's D&D Content Pack 1.1
« on: August 19, 2015, 02:49:56 pm »
In D&D evil creatures do live in natural places not tainted by any kind of evil magic, don't they? I'd say leave the undead, monsters from lower planes, and some of the most destructive ones in evil regions. This way players who don't like reanimating biomes (like me) would be able to experience more FUN creatures.

662
DF Community Games & Stories / Re: Breadbowl: a Succession Farm [40.24]
« on: August 19, 2015, 01:15:36 pm »
Now this is a fort I'd love to be part of. As a dwarf, preferably an animal trainer (can be anything related to animals, though), and as an overseer.


663
DF Suggestions / Size dependent attacks
« on: August 08, 2015, 03:49:43 pm »
There's something that has been bothering me a lot: when a bronze colossus attacks a dwarf, instead of just stepping on Urist McUnlucky it will attempt to punch him. The same goes for dragons: as one of the largest creatures it shouldn't bite dwarves in just lower arms. What I wanted to adress is the fact that colossal beasts fight chinchillas the same way they fight other gigantic things.
There should be some attacks that can be performed by large creatures if the size difference between it and its target is big enough, for example:

-swallowing whole: A dragon or a whale should be able to swallow a creature. Of course that action would bypass armor and shield, and probably would just kill instantly. If not, the victim of swallowing could be able to cut through its enemy's stomach causing considerable damage. Swallowed creature's equipment and skeleton could be recovered after butchering the beast or when its corpse rots away (if it was sapient).

-stomping: A giant could just flatten smaller creatures under his feet, as simple as it is. Unarmored creatures would almost always be killed instantly, but a good set of steel or candy armor could reduce the damage. Creatures killed this way are almost completely mangled.

-picking up, throwing and crushing in hands: why can't a colossuc throw dwarves like dwarves do with fluffy wamblers? A humanoid large enough could pick up a dwarf, preventing them from attacking or moving for that matter. Then the creature could just throw the dwarf or crush them with its hand. Throwing is self-explanatory, and crushing would work just like stomping but weaker. Weaker monsters wouldn't be able to kill an unarmored dwarf instantly this way.

Any thoughts or ideas?

664
DF General Discussion / Cut content?
« on: August 08, 2015, 03:17:26 pm »
So I've been reading Syrupleaf lately and that made me wonder: how many major features were cut/simplified since the earlier versions? I've played maybe since late 2012 and never got to see any of that myself.

-Of course we have the economy removed for being completely dysfunctional, which I'm glad I haven't experienced.
-There were chunks of creatures made by biting off a part of creature's body. That was removed for being pain in the butt to clean and possibly causing FPS drops, wasn't it?
-Nobles some of which served absolutely no purpose, and some doing things that can now be done without them. Philosophers were completely useless and so would be tax collectors without economy, so removing them was reasonable.
-Sending enemies flying - that may be just a physics tweak, but it completely changed many aspect of combat. Wrestlers are no longer spectacular or even useful, a goblin won't fly after being hit with a hammer, especially alive, and we don't see invaders smashing against walls.
-Mandates and demands - I've seen a mayor requesting a green glass window once in my 3 years playing history, but in old playthroughs I've seen people complaining about dwarves demanding things like these constantly. Also, dwarves used to mandate making objects from certain materials, but now they just want their socks made out of anything. What was the reason behind these I wonder.
-Nonexistent treants. Why the hell were they removed if they didn't exist anyway?
-Natural armor and HP system from very early versions were obviously got rid of for realism. Not a simplification, but a massive change.
-Narrow clothes on goblins was a thing.
-Some clownish constructions in candy deposits and non-random clowns.

So are there any more big things that were removed?

665
DF Adventure Mode Discussion / Re: Draw your adventures
« on: November 12, 2014, 04:14:02 pm »

Yeah, Masterwork is for fort mode. Also, throwing lava is not the safest way of weaponizing it.

666
DF Modding / Re: More abominations, taking requests.
« on: July 04, 2014, 02:29:26 pm »
How about tiny war trainable poodles with venom causing extreme pain? Bonus points for making them fearless and going berserk as often as possible. Their fur should be pink for maximum effect.

667
Ber evilleader, the ruler of a goblin civilization.
I'm pretty sure he was a dwarf. A dwarf with no imagination whatsoever and too much luck for his own good.
Gosmer Tombsgraves the troll of the night. He was terrible at being feared monster of evil, though.
Also Tekkud Burialboat and Fath Bladedpaddle. They've probably never seen any large body of water, since I embarked on a desert.

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