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Topics - Potato9999

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1
DF Suggestions / Consume corpses
« on: August 02, 2016, 07:18:29 pm »
Similar to the option from Rimworld where people and animals can eat directly from a dead corpse as opposed to having to butcher it first.

2
DF Suggestions / "Tarzan"-style feral children?
« on: August 02, 2016, 06:32:50 pm »
As the name suggests, this would be humans, dwarves, elves, or goblins, who were left behind/exiled/had the rest of their civilization or family destroyed as children, and were abandoned in the wilderness. These children learned to survive and fight on their own, and lived in the wilderness, sort of like Tarzan.

It could also be possible for a feral being to be adopted by a pack of animals (wolves, apes, etc.), whom the child would be raised by.

They would generally be reclusive, choosing to stay away rather than fight, but they would be territorial, and if you build your fort on their territory, or if one of your dwarves attacks or gets a little too close, they will fight viciously.

3
DF Adventure Mode Discussion / Stopping the bleeding?
« on: July 14, 2016, 10:18:38 pm »
Is there any way my adventurer can bandage wounds, pinch off arteries, etc, any way to stop severe bleeding? Or does a good stab/slash basically spell the end of an adventure?

4
DF Adventure Mode Discussion / How did YOUR last adventurer just die?
« on: June 30, 2016, 12:32:40 pm »
I thought I could take on a giant cave spider alone in the caverns.

I got webbed and then spent several in-game hours being shaken around by my head until I finally died. The venom couldn't even get to my character because none of the bites could pierce through my helmet.

5
DF Gameplay Questions / How to awaken a mummy?
« on: June 26, 2016, 10:07:07 am »
I'v eentered a tomb, and the only non-quiet thing I did was pick the lock to the entrance. I've toppled every statue, butchered every skeleton, and taken plenty of loot, and there's nothing happening by the sarcophagus.

How do I wake up the mummy?

6
DF Suggestions / Natural Disasters
« on: June 25, 2016, 09:54:38 am »
These would generally be more of a problem for fortresses rather than adventure, but it could still be entirely possible to stumble upon one in adventure mode.

They would be pretty rare in general, so don't count on one always happening in a game

Natural disasters would of course affect sieges as well, so depending on how well prepared you are a natural disaster could actually be a gift from the RNG

Hurricanes and Flash Floods

-Only appear in coastal or low-lying areas

-Mass flooding, storms

-Dwarves and animals can be swept away entirely, or drowned, by the rush of water

-Proper drainage would be essential, to prevent water from completely flooding the lower areas of your fortress.

Avalanches

-Only appears in more mountainous areas

-Rocks start sliding down from higher elevated areas, crushing all in their path

-Keep everyone inside

Volcanic Eruption

-Obviously only happens in areas close to a volcano

-Magma everywhere, torches everything it touches

-Extremely rare

-After the initial magma release, clouds of ash and soot cover the land and temporarily block out the sun, destroying outdoor crops

-These are extremely rare and also extremely devastating, but there needs to be some more risk with setting up a fortress by a volcano

Tsunamis/

-Also known as tidal waves

-Unlike hurricanes and flash floods, which are more like sustained flooding and giant storms, a tidal wave would be one enormous wave of water smashing into the coast

-Coastal areas only

-Still a potential for flooding

-Keep everyone inside, ensure proper drainage as well

Earthquakes

-Large breaks in the land, shifts, etc.

-Really a chance of happening anywhere

-Dwarves, animals, items, and even buildings could get thrown around by the shaking

Tornadoes

-Also called twisters and cyclones

-Rare chance of occuring anywhere

-Very high-speed windstorm capable of sucking just about anything up into the air.

-Keep all your dwarves inside and underground

Lightning Storms

-Not exactly a "natural disaster" but something that could be good to add

-Intense rainfall, high winds

-Small chance of lightning striking a random spot, could potentially take out a dwarf or an animal

7
DF Suggestions / Duelling, Trial by Combat, and Trial by Survival
« on: June 23, 2016, 09:47:01 pm »
The Duel

If one dwarf has offended another, then that dwarf may challenge the other to a duel. If the other dwarf accepts, then the two will meet in a zone specified for such an event, where they will fight until one dwarf either yields, is knocked unconscious, or is killed. The winning dwarf gets a positive thought and the loser a negative thought.

In Adventure mode, you can also challenge others to duels.

Trial By Combat

If a dwarf must go on trial for committing a crime, they can have an opportunity to prove their innocence by fighting for his life against the accuser. The two parties will meet up in another such zone, where they will fight to the death. If the accused dwarf wins, he will be acquitted of his crimes.

Trial By Survival

A dwarf may also have a chance to prove his innocence by being banished to the wilderness (or caverns) for a set period of time. A zone would be set as an area that the dwarf would be "dropped off" at and would not be allowed to re-enter until his predetermined survival time has ended. In that time, the dwarf must survive against whatever may be out there. If the dwarf returns alive to the drop-off zone after his time is up, then he will be welcomed back into the community and acquitted of his crimes.

If the dwarf does not return to the drop-off point one week after his time is up, then that dwarf will be presumed missing until either the dwarf or the body is found.

8
DF Community Games & Stories / Cataclysm: Dwarf Days Ahead
« on: February 09, 2016, 08:01:33 pm »
It was a dark night in the continent of Zûza Snûn. A young human named Nemo Athasemabe slowly approached the giant black bear Nonulitho. Sneaking up from behind, he attempted to grab the throat of the beast. The beast roared and turned to face him. Failing to choke the bear, Nemo let go and drew his weapons, an iron shield and a bronze longsword. Nemo was an adept swordsman, and the fight was easy. Multiple deep stab wounds to the bear's upper and lower body caused it to bleed out from its heart, pierced in two places. Unable to take any more, the helpless bear merely closed its eyes and let out a depressed sigh, knowing its fate was soon to be ahead. Standing over the massive corpse of his adversary, Nemo started blankly for a moment.

Then, suddenly, he raised his arms, chanting something under his breath. He began performing a strange gesture with his hands, while moving his arms in perfect sync. Nonulitho's corpse, still bleeding heavily, began to shake, and its eyes opened, completely black. The bear's middle spine was broken during the fight, but the corpse nonetheless began to stand on all four legs, as though it were never hurt. Having fought for its very life mere minutes earlier, the bear was now completely passive towards his former enemy.

Nemo grinned. The Zombie Army had risen.

9
DF Adventure Mode Discussion / Can I control my zombies as a necromancer?
« on: February 06, 2016, 04:48:05 pm »
I'd like to be able to tell my undead minions not to attack a living creature when I want to kill it and raise its corpse for my undead army. This is because a lot of times, my undead creatures will destroy the head or cause so much damage to the point of where I can't get any real use out of the corpse.

Is there any way I can tell my undead minions not to attack the living?

10
So, right after the dwarven caravan leaves, I forbid the bridge used to access the depot and order the lever to be pulled. At the same time the bridge goes up, four masterpieces suddenly are lost.

A couple days later, a migrant wave arrives. I check my population, and notice that there are six dead/missing instead of the normal five.

One of my fisherdwarves are missing, he wasn't missing a few days ago.

Alternative theory:

The bridge in question is right above a four Z-level deep moat. If the bridge raised up from underneath my dwarf, and he fell into the moat, is he considered missing because nobody saw him fall?

11
Just a thought.

12
DF Gameplay Questions / Best way to train Discipline?
« on: December 18, 2015, 05:50:13 pm »
Individual combat training, danger rooms, etc? Which will raise Discipline the best?

13
DF Suggestions / Slave trade?
« on: December 14, 2015, 08:26:05 pm »
-Dwarves could purchase slaves from the caravans of civilizations who tolerate slavery

-Slaves could be forced to work, fight, explore, etc, ideally in dangerous areas you wouldn't want to send your citizens to

-Owning slaves will severely hurt your relations with civilizations who do not tolerate slavery, along with a negative thought to any dwarves who dislike slavery (ENORMOUS morale penalty for buying/selling a fellow dwarf, penalty for slaves of different races is lighter)

-Slaves could attempt to escape or revolt

-Abolitionist vigilante groups from slavery-intolerant civilizations could even try to sneak into your fortress to try and set them free

-Slaves can also be made out of POW's captured in battle

-Selling/buying price of slaves to/from caravans dependant on skills, attributes, and health of the slave

14
DF Gameplay Questions / Hypothetical question about mercenaries
« on: December 13, 2015, 12:34:30 pm »
If I were to have a military squad consisting entirely of non-dwarves, let's say, an elven mercenary squad, and my fort were to be besieged by elves, and I sent my mercs out to fight them, which side, if any, would take a morale hit from fighting their own race?

15
I have a fisherdwarf in the hospital with a broken finger and it says the "fight" occured where a tree was recently cut down

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