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Messages - JadeToad

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1
DF Suggestions / diverse migrants
« on: May 14, 2019, 07:17:44 am »
instead of having only dwarves migrate to your fortress, How about an assortment of different races like elves, animal people, humans and maybe even goblins to appear in migrant waves?

2
in my forts i like making little artificial ponds for my dwarves to fish and drink out of.
but the problem is that when i put fish into the artificial pond they don't move. they just stay completely still.
does anyone know how to fix this?

3
DF Suggestions / above ground animal people tribes?
« on: March 26, 2018, 08:20:42 am »
i think it would be a interesting addition to the game.
they are marked on the map with a * symbol.
the color of the camps symbol shows if the tribe is aggressive or not
if the color of the * symbol is red that means the tribe is aggressive.
if the color of the * symbol is blue that means the tribe is friendly.
the animal people tribes trade with fortresses during spring or summer. the items they offer are usually wooden items, plants, hides, and blowguns and darts.

4
i really want to found a hamlet or structure in adventure mode. but i don't know!

6
DF General Discussion / anyone else having problems with the wiki?
« on: March 06, 2018, 06:16:51 pm »
i keep on getting messages saying "There appears to be a problem. We are working on a fix."

7
DF Dwarf Mode Discussion / what vermin make good pets?
« on: March 04, 2018, 01:51:32 pm »
i currently have alot of tame turtles in my fortress and im wondering if they make good pets.

8
DF Suggestions / Re: Witch Night-creatures?
« on: March 01, 2018, 05:37:23 pm »
Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?

This would be great idea. Some great potential for expanding the secrets system that Necromancers use. Instead of necessarily secluding themselves in a tower like necromancers they could live in caves or isolated huts in the wilderness. Instead of getting the "obsessed with his/her/its own mortality" and turning to worship of something with a DEATH sphere to get a slab and become a necromancer, we could see something like 'Urist secluded himself in the wilderness to contemplate the natural world'

Perhaps the mechanism could be worship of a force of nature-mirroring how necromancers get their powers from deities. Perhaps it could be just tinkering. Instead of just the one secret necromancers get, I think a slow stream of less potent powers learned over time based on the individuals attributes, possibly devotion to the force of nature, time studying  and luck. Something like potions and salve (perhaps like gnomeblight and golden salve?) might be able to be written down, but others like talking to animals, not needing to eat or drink, or changing the weather might be able to be taught to a disciple, but couldn't be learned from a book, and might even be bound to a force of nature, and thus bound to a region.

I like the idea that some magic secrets might be able to be learned from studying dusty tomes in a wizard tower somewhere, some might be divinely granted, while others might come from some sort of wilderness asceticism/communing with nature.

Perhaps their title 'hermit, witch, shaman, druid etc' could be determined by what secrets or collections of secrets they learn in seclusion, or what civilizations they associate with if/when they return to civilization. Perhaps whatever secrets they accumulate could even make them better canidates/be requirements for offices in elven civs.
i have something to add, maybe witches can conjure familiars like cats, boars, chickens, etc.

9
DF Suggestions / Re: Witch Night-creatures?
« on: February 27, 2018, 08:04:22 am »
Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?

This would be great idea. Some great potential for expanding the secrets system that Necromancers use. Instead of necessarily secluding themselves in a tower like necromancers they could live in caves or isolated huts in the wilderness. Instead of getting the "obsessed with his/her/its own mortality" and turning to worship of something with a DEATH sphere to get a slab and become a necromancer, we could see something like 'Urist secluded himself in the wilderness to contemplate the natural world'

Perhaps the mechanism could be worship of a force of nature-mirroring how necromancers get their powers from deities. Perhaps it could be just tinkering. Instead of just the one secret necromancers get, I think a slow stream of less potent powers learned over time based on the individuals attributes, possibly devotion to the force of nature, time studying  and luck. Something like potions and salve (perhaps like gnomeblight and golden salve?) might be able to be written down, but others like talking to animals, not needing to eat or drink, or changing the weather might be able to be taught to a disciple, but couldn't be learned from a book, and might even be bound to a force of nature, and thus bound to a region.

I like the idea that some magic secrets might be able to be learned from studying dusty tomes in a wizard tower somewhere, some might be divinely granted, while others might come from some sort of wilderness asceticism/communing with nature.

Perhaps their title 'hermit, witch, shaman, druid etc' could be determined by what secrets or collections of secrets they learn in seclusion, or what civilizations they associate with if/when they return to civilization. Perhaps whatever secrets they accumulate could even make them better canidates/be requirements for offices in elven civs.
druids are actually in the game i think.

10
Help?

11
DF Adventure Mode Discussion / Re: Funniest Names
« on: February 25, 2018, 07:42:52 pm »
Every once in a while you may come across a name that it so horrid that it's funny.<P>
I don't think it can get anymore worst than this one...<P>
i found a hamlet called "the Kingdom of Virginity"





probably where i would stay my whole life

12
DF Adventure Mode Discussion / how do i locate a vault?
« on: February 25, 2018, 07:23:33 pm »
i really want to check one out, ive already reached hell in adventure mode, where can i find a vault?

13
DF Suggestions / Re: Witch Night-creatures?
« on: February 25, 2018, 04:24:51 pm »
Just another brand of night creature is boring, we can mod those.  What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?
sounds good.

14
DF Dwarf Mode Discussion / Re: i've done some research on the dreaded kea.
« on: February 25, 2018, 04:21:36 pm »
I know people who have lived in NZ. They can confirm that keas are bastards.
they also kek.

15
DF Suggestions / Witch Night-creatures?
« on: February 25, 2018, 02:37:00 pm »
i think they would make a pretty fine addition to the game, female humanoids that secretly live in hamlets or in deep forests. they possess the ability to raise the dead, throw fire, and make people vomit.

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