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Messages - ShinyandKittens

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211
DF Suggestions / Re: Ovens/grills as workshops
« on: October 18, 2017, 01:57:22 pm »
Yes, I’ve been wanting to see what we can do with those, I made a suggestion about cooking soup in adventure mode too.

212
DF Suggestions / Re: Ovens/grills as workshops
« on: October 18, 2017, 06:35:16 am »
I think workshops are intended to be replaced with zones containing workspaces, which will hopefully include ovens and grills for cooking.

I was literally thinking of posting that here but I wasn’t sure how everyone would respond...

213
3. Thanks for telling me that, 1000 tile worlds are in my power now :P

They aren't. It's limited to 17/33/67/129/257 I think.

Some other guy said it was settable in advanced settings...
(But he lied/didn’t know)

214
DF Suggestions / Ovens/grills as workshops
« on: October 17, 2017, 07:12:35 pm »
You would use these to make new food items, such as grilled meats and vegetables, bread, maybe cakes, and even roast nuts or seeds into edible foods.

215
If your companions are hungry, and you don’t have that much food, what if you can just mix a few pieces of meat and two units of water to make a big pot of soup? Then you would use a ladle to scoop your culinary craft into some bowls and give them to your followers.

Another idea is to add another tool (small ovens, perhaps?) and use a mortar and pestle to grind flower flour and make bread. Then give bread to your workers.

216
DF Suggestions / Re: Creatures should have more prefstrings
« on: October 17, 2017, 06:55:16 pm »
Creatures can have as many prefstrings as you like. It picks one at random.

I know. Just that there should be more in Vanilla DF

217
Perfect (and possibly another type which can rarely be cut) should be usable as a part of Fortress defense, and some suggestions on how:

Some gems could be tied to spheres and have some powers based on what those spheres are (eg precious fire opal is FIRE, amethyst is CHAOS, and fire/corruption or similar powers respectively.

1. Choosing to encrust important stuff like swords and wearable vanity (along with choosing what to encrust) give the swords and or scepters/amulets magical abilities
Spoiler (click to show/hide)
2. Putting them (by selecting them in a new menu) into some sort of “magic turret” that shoots projectiles based on their powers (eg fire shoots fireballs or dragonfire, and chaos shoots a ball of something that teleports their body parts around.
3. Using the gems as weapons themselves, shooting fire or crazy dismembering orbs from the gems.

Suggestions are welcome, and telling me what I did wrong too

218
DF talk 22 is 3 years old, check the date. Also, multiple forts are already implemented with reclaim/retire -- you work on a fort for a while, you retire it, you go to another fort or adventurer, retire that, and reclaim your first fort.

Also, maybe it's just me, but I dislike being assigned a specific goal by the game. I want to do what I want to do when I start a fort. If I want to accomplish a goal, I just make sure I accomplish it; I don't need validation from the game.

Additionally, with advanced worldgen you can make the world size (and a lot of other parameters) as big or small as you want.

1. I know that the  DF talk is old
2. I was thinking you assigned your own goal during embark, but the diplomat can deem your fort unworthy anyway
3. Thanks for telling me that, 1000 tile worlds are in my power now :P

219
Mod Releases / Re: Phoenixes
« on: October 16, 2017, 08:28:48 pm »
Could you alter your download link to use the DFFD site please? Personally i think these make very pretty fanciful creatures conceptually compared to the possibly overpowered nature of having them alive in the world setting fire to grass (unless it was somewhere like a good desert, which are rare)

Its one of those creatures you might enjoy putting in a [SPHERE:FIRE][SPHERE:LONGEVITY] so people start idolising and worshipping it.

I put it in deserts and savannas, but those other ideas are cool too

220
DF Suggestions / Creatures should have more prefstrings
« on: October 16, 2017, 08:27:35 pm »
For example, a cat should also have “adorable purring, soft fur, or sharp claws” or dragons should also have “fiery breath, hoarding instinct, and long talons”

Because Dwarves can’t possibly like only one thing about cats or dragons.

221
This makes them easier to find in adventure mode, and you could probably define an “Artifact Hall” from it.

222
DF Gameplay Questions / Re: How do I use extracts in a reaction?
« on: October 16, 2017, 03:34:51 pm »
Thanks! Now I can mod alchemy! :)

223
A few differences could be:

- They would bring a few soldiers specifically to do this
- Stuff should take a while to destroy
- They could vandalize engravings and make walls unsmooth
- They can destroy built walls
- They can trample farms
- They can smash barrels and bins, spilling their contents
- They can break doors like building destroyers
- They can topple statues (with the possibility of curses too, for a bit of FUN)
- They can throw stuff They pick up

224
DF General Discussion / Re: Future of the Fortress
« on: October 15, 2017, 09:11:31 pm »
Will magical artifacts give Dwarves (and others who use them) extra attacks, such as fire jets and syndrome inducing stuff? And would it be removed if a dwarf removed the item?

225
Think about what a portal from another world would do, summoning matter and unholy beasts, but what if they (uncommonly) also summon some giant monster, akin to forgotten beasts and titans, but instead with unknown substances (also randomly generated) with more dangerous syndromes, and with some sort of powerful ability, going beyond forgotten beasts, such as mind control or energy draining?

Before you say this is X Dwarven Baloney X, realize that you’re probably right

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