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Messages - Mel_Vixen

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1
DF General Discussion / Re: Future of the Fortress
« on: May 13, 2019, 07:11:51 pm »
Dont you, atleast as player get control over that Were-curse at some point? If it would be the same for the cursed NPC they could orchestrate and attacks, making use of theyr regeneration etc.

Might be similiar for intelligent undead if they have control though with a bit of reduced options. You surely cant go with the more social options but you could always threaten people/settlements, bribe some people with immortality (tze olde vampyr trope) and so on. In the end you could just get someone as middleman that is under your thumb.

Interresting to see in legends mode would be a Undead underling, bribing a General/Lord to incite war with another faction so that the undead underlings boss can raise zombies after a fight.

Cause of that following Question comes to mind: Does the game, in WG fights, tally the dead after a big fight or is there some kind intermediet tally? Like are they fighting for X rounds and count the dead afterwards or do they count them each round?
Could a necro raise the fallen if they were part of one of the sides f.e. if they were under a coveridentity?

2
DF General Discussion / Re: Future of the Fortress
« on: April 17, 2019, 09:37:22 am »
I fail to see what relevance Toady being a GoT fan has on the future of DF.

That said, I guess there aren't really that many concrete rules as to what you can or can't ask in this thread so I'm probably just being a stick-in-the-mud. :P
Necromancers are kinda like white walkers. And Df zombies like wights. Only the necro raises new zombies without the zombies being infectious themselves. Also the necro has kinda control about the zombies like a White walker over wights.
The Zs dont die though if you kill the necromancer - nor do the have problems with obsidian ... unless you hack them to pieces with obsidian swords.
Also the wall looks like a very drwarfy thing. Plus all the backstabing and evil plans etc.

3
DF General Discussion / Re: Future of the Fortress
« on: April 13, 2019, 05:07:02 pm »
Hm... that sounds much like a suggestion, but I guess what you're wondering here in the first place is how blackmail functions in game? Because that's often related to revealing information about someone they wanted to keep private. So ask about that?


Does it? But yeah he question is if "Extortion" and "blackmail" are possible/exist under the current system. 

4
DF General Discussion / Re: Future of the Fortress
« on: April 12, 2019, 02:03:36 pm »
Ok how to write this:



What about threatening to out someones prior misbehavious (existent or not) to particular people. Say if someone embezzled funds and a conspirator would threaten to make this public unless that someone did XYZ.


5
DF General Discussion / Re: Future of the Fortress
« on: January 27, 2019, 07:58:06 pm »

Also I've been looking at vermin code a lot and it looks like a few kinds can attack (like bees) but most don't. Is there any reason mosquitos don't bite, even without the bloodsucker effect? Would it be traumatizing to dwarves to be bit by a vermin they don't like, or not any moreso than being around the vermin?

Odd iirc. bees do sting and most dorfs dont mind that. [...] Ok like i thought. The Mosquito actualy lacks an attack token in its raws. Bees for example use "VERMIN_BITE" which as far as i see not in the Mosquito description..... maybe a bit of the Vampires bloodsucking could help here?


6
DF Announcements / Re: Tales Foretold: Queens and Kings, A Threetoe Story
« on: November 29, 2018, 01:52:04 pm »
300 hours are quite a commitment!

Also congrats on catching Threetoe, keep him healthy and fed.


I read the story now twice and its Good :) I can see threetoe writing a full book series :)

7
DF Announcements / Re: Tales Foretold: Queens and Kings, A Threetoe Story
« on: November 22, 2018, 05:54:44 pm »
Well seems like Threetoes stories are so well received that they lead the server to overheat XD

In all seriousness, i couldnt get to the website in the last 4 hours. It just keeps timing out on me here.

8
DF General Discussion / Re: Future of the Fortress
« on: September 20, 2018, 12:23:34 pm »
I didnt see it in the  recent blogpost: Will people adopt other people as family/succession?


Adoption even with adults was long time a way to safe the line of succesion if a leader died and given that a ton of parents die in WG it would be nice to see some "lucky" children.
Also peoplemake friends now but what about enemies? Childhood abuse and such so they hate theyr parents?

9
DF General Discussion / Re: Future of the Fortress
« on: August 19, 2018, 03:01:56 am »
So friendships, raltionships and groups in WG

Will this cause changes in Adventure-mode? I know the current push is for Fortress mode but friendships and such would be a big addition in ADV mode.

I mean being friends with say a kings consort could get you into better standing. Heck with friendships alone it might be easyer to find people and shops you are looking for.

10
DF General Discussion / Re: Future of the Fortress
« on: July 29, 2018, 03:28:35 pm »
And with flying mounts we have solved the age old question how the gobs are going around walls :P

Would a mountlike system work for Guarddoggos and such too? I mean you put a thought into theyr head anyway and their training (Skill) could augment these thoughts. So a trained Warhorse could be less fearfull then a basic working horse - a war or guard dog more cautious towards starngers etc.

Also with working mounts would it be possible to get a 3 item chain to utilize the strength of those Animals in fort? A horse being guided by a dworf while pulling a lorry?

11
DF General Discussion / Re: Future of the Fortress
« on: July 03, 2018, 12:57:54 pm »

1. Will villain level behaviours carry over to more legimate characters? After all Religions are not that much different then cults. Kindoms or Groups of Guards work in a way like gangs on a grander scale too or with different goals.

2. Will Players be an active part of those things. Say a cult officialy wanting to etablish a temple at your fort, Rulers demanding (not just requesting) gear or Warriors. Quests to steal/retrieve certain artefacts where your Adventurer or Fort are approached from a third party (even under false pretenses). Down to a thievesguild using your messhall as meetingplace.

3. Will you be able to enact your own devious plots? Paying people to do "evil" action like assasinating certain people or sending out some of your adventurergroups to recover certain things for you or set stuff in motion.

4. Will there be interaction between the various villian groups and persons? One cult undermining another, certain banditgroups working together and sharing information etc. ?

12
DF General Discussion / Re: Future of the Fortress
« on: June 19, 2018, 02:40:19 pm »
Question about messengers: When they are out on theyr mission and encounter hostiles (Armies, undead, titans, nighcreatures) will they report those? I imagine theyr coding will them make them walk by but on the returntrip (given that they are alive) will they tell you the news?

13
DF General Discussion / Re: Future of the Fortress
« on: June 12, 2018, 10:08:14 am »
Now that we get hillocks to spring up around us (and emmiting tribute) will it be possible to (re)distribute stuff so they grow faster or build certain things?


Say if one place sends building materials as tribute you redistribute it to another hillock so they grow faster / Put up defenses or whatever.

14
DF General Discussion / Re: Future of the Fortress
« on: March 25, 2018, 12:48:11 am »
With the Map-rewrite on the Horizon can we expect more nonmagical features as well? Stuff like Tablemountains, proper Canyons, postglacial landscapes with houssized boulders and the like that (iirc) planed once upon a time?

Also now that we have a worldscreen can we expect to be able to build roads and/or tunnels to other places?

15
DF General Discussion / Re: Future of the Fortress
« on: October 25, 2017, 07:12:04 pm »
Is it possible the magic arc will include the offensive use of potions/extracts like the fire snake's liquid fire, or would such weapons be more likely to be addressed in a different arc?


Potions in general are a tricky thing cause the AI has no real idea how to use them correctly. There were suggestions of usage tags but even those fall short especialy if you create new potions via modding or on the fly.


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