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Messages - asialsky

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46
DF Dwarf Mode Discussion / Re: Fun To-Do list for next update
« on: July 12, 2017, 03:37:51 am »
To get poisoned weapons, I can either use my modded materials, or use my old drawbridge FB trap with a weapon stockpile next to it.

47
DF Dwarf Mode Discussion / Fun To-Do list for next update
« on: July 11, 2017, 08:59:22 pm »
With news of the basic artifact quest system as well as the ability to send squads to other sites, I'm putting together a list of things to try.

-Give squad poisoned weapons, and send them on rescue missions.
--Build loot chamber, and collect enough human/elf/goblin children to start breeding them.
---Build seperate facilities for races, and routinely do !SCIENCE! with my elven population.

-Befriend goblins by giving them any artifact they demand, and start war with the elves AGAIN.
--(Dump artifact in magma when elves demand it)

-Train an army, send them raiding regularly, and keep the fortress on lockdown 'til they return.
--Sending surviving master axedwarfs with candy weapons to slay civ leaders one by one.

-Creating forcefield out of several speeding minecarts.

-Attempt to breach HFS using capitalism. (Lead coins for buckshot in minecart)


Anyone else have fun plans for how to exploit ... I mean "enjoy" the new content? (Or just in general?)

48
DF Suggestions / Oil/Gas pockets
« on: May 14, 2017, 02:01:53 pm »
Ordinarily, I'd just mod something like this in, but true liquids (water/magma, not contaminants) aren't defined in the RAWs as far as I know. Also, yes, this has been suggested before, but it got glossed over every time.

--Oil--
Similar in fluid behaviour to magma, but can burn. Ideally, there are checks to make sure it doesn't spawn connected to a magma source, as to avoid massive underground fires. If implemented, it should occur between the cave layers, or at least deep enough it doesn't touch an aquifer. Speaking of, oil springs probably should NOT be a thing, due to bad interactions with other fluids.

Potential uses include flaming arrows, torches, drown/burn traps, and fire jars. Have a particularly annoying noble? Replace his floor with grates and fill the area below with oil. Enjoy your new oven as he tries to open the door marked "forbidden."


--Gas--
Natural gas isn't as easy to add, but adds another hazard. It's a choking hazard, and slightly on the 'splodey side. Digging into one has the potential of igniting as it sneaks upward through your fortress, and could pose health issues if the design of your fortress doesn't let it escape. I can't see many crafting uses, unless gas lanterns are added. That being said, there's still the ever-present trap potential.


They both fit within the game, are easy to implement, and add more options for removing nobles defending our fortress from elves. Any ideas how to improve this?

49
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 09, 2017, 03:04:52 pm »
Year 1 - Locked up the elves in the deopt, then slaughtered them when they went insane.
Years 2-5 - Seized goods, then slaughtered them.

I've had a population of over since year 3, so I still wonder why they refuse to attack.
(I did start the game on year 5, so maybe THEY don't have a high enough number to seige me.)

Also, the same two kobolds try to steal stuff a few times a year. The dogs always spot them, but they never learn.

50
You will forget which of the levers raises the drawbridge, and which one kills everyone inside.
(Hint: It's usually the same lever!)



Pro-tip: Ctrl+Shift+N (in LNP) can rename any building--including Levers.


When you come back to Dwarf Fortress from a long time away, you will accidentaly destroy your favorite fort when you try to get back into the game.
I usually leave a (N)ote, but to each their own.

You will embark, only to see your wagon go underwater as the murky pool thaws.

51
You will forget which of the levers raises the drawbridge, and which one kills everyone inside.
(Hint: It's usually the same lever!)

52
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 05, 2017, 10:48:56 am »
"Urist McRecruit cancels Store Item: Too injured."

Oh no, that FB was poisonous. I wonder what-
"Urisf McRecruit has been found dead: Suffocated."

Turns out my giant cave croc FB injected him in the spine and paralyzed him in his upper spine, both lungs, and his liver.

53
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 27, 2017, 06:54:32 pm »
In the middle of digging out a cistern for the well in the dining hall, I get a notification. "You have struck Devil Ice ore!" "Nice," I think. "Now I can use my modded ore to forge freezing weapons that are able to sever limbs and cause frostbite."

" 'Vinny' McArmorer has been taken by a fey mood!"

I thought nothing of it until he gathered up all of my newly smelted Devil Ice bars, and forged a single boot with an image of itself on it worth 162000 DB.

A boot, out of a material that causes frostbite. FML. /facepalm
EDIT: Now I just wanted to abandon so I can claim in adventure mode.

54
*sees title*
"Well, I'm going to bet on it being somewhere between Nethack and DF's adventure mode, but with random EVERYTHING.
*looks at screenshots*
"I was kinda right ... now how do we get Toady to hurry up and implement this stuff already?" (Magic, etc.)(I realise he's working hard. The above statement was a joke. Chill.)

Seriously, though. This game looks good. I'm working on somethig similar in my spare time, though it all runs within command prompt. (Batch, vbs, powershell)

55
Creative Projects / Re: The Volcanic Song of my People
« on: February 19, 2017, 12:29:41 am »
Also you might want to use dropbox or something ot that sort, as using an advetisment link for something you just want to share is irritating.
I'd probably have faded the four-note piano if I could.
When you use Mario Paint Composer to make a song for fun, you give up features like multiple audio channels for your MIDI. (If I dip the audio, ALL notes on that spot lose volume)

I could export to MIDI, use a MIDI mapper to readjust it, and export again, but this was more of a "here's something fun I did with the tools I already had" type deal.

Also, I might go to Dropbox soon-ish. I never really knew so many people hated Mediafire for their ads. It's not like I'm making any money either way, so whatever.
Heck, maybe I'll even use Soundcloud.

56
DF Modding / Re: Playing as an alchemist
« on: February 19, 2017, 12:20:40 am »
Update: Upping the temp to 9867*U allows for Devil Fire to not cause frostbite.
The old material was changed to NOT self-ignite, and was simply renamed Devil Ice.

I wonder if I should make spells of a different alignment?

57
DF Modding / Playing as an alchemist
« on: February 18, 2017, 08:37:20 pm »
You know, adventure mode is very interesting when you permit oddball reactions.
One high-level skill I modded in was the ability to conjure "Devil Fire," a metallic rock that combusts at 9067*U, a whopping 1000 degress below body temp. With a ridiculous HEATDAM_POINT of nearly a million, it burns for quite a while.

The trick is my second reaction, "transmute stone great axe."
I can transmute the Devil Fire stone I just conjured into a !!weapon!! and never have to worry about buying a new one. The downside is that is causes armor (mittens, mostly) to be destroyed be the flames. However, because of the low fixed-temp (9067, same as ignition), the most harm you'll get from holding it is some minor blood loss as the fat in your hands reacts with the fire. It'd normally freeze your hands, but doesn't as it currently stands because I didn't define a SPEC_HEAT, so heat doesn't conduct through it. I stand corrected. My dwarf now has minor frostbite.


Anyone else here like dwarven !!SCIENCE!! in their adventures?

58
Creative Projects / Re: The Volcanic Song of my People
« on: February 11, 2017, 02:35:23 am »
Finished version of the song is now in OP.

59
DF Dwarf Mode Discussion / Re: Since when can dwarves learn?
« on: February 10, 2017, 09:14:28 pm »
As Bortness said, it was a fix from Toady not too long ago. Makes combat more fair as well so that you dwarves don't die to a goblin while they try and beat another goblin to death through his helm
All I'm saying is that I hardly ever see this kind of thing happen, though that's probably for the best. I managed to melt their gear without it detonating, so hopefully my new pile of deadly ammo will reduce the need to be within melee range.

60
DF Dwarf Mode Discussion / Re: Since when can dwarves learn?
« on: February 10, 2017, 07:49:38 pm »
They're not really learning... if I recall correctly, this is an explicit behavior that Toady coded into the engine to deal with a specific issue - the endless useless head strikes which never penetrate the helm of an unconscious opponent.
It's honestly the first time I've seen this happen. Then again, it could be Armok's blessing after I allowed the cats to multiply, and ended-up butchering all 50 of them for food.

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