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Messages - BigUglyWorm

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16
DF Suggestions / Re: Terrible Suggestions Thread
« on: December 06, 2020, 01:42:39 am »
As long as we're talking economics:

Implement speculative investment.  Dwarves can buy, sell, and trade goods that don't exist yet.  Especially persuasive dwarves can make a fortune without producing anything at all.

17
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 26, 2020, 08:32:50 pm »
Add another dwarf civ that's the same as the existing one, except they're unplayable and hate "original" dwarves with a passion.

18
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 25, 2020, 10:54:14 am »
So...

Basically, Toady One should implement new "Fashionable" weapons and armor, that provides no real benefit (and often a detriment) to the user except to be "Fashionable" and boost the player's ego.  Perhaps, services could exist to modify (e.g. by adding skirts to swords, for example) existing gear for the new fashions (maybe ruining said gear in the process).
I'm very much here for DF having absurd JRPG weapons.
"I call this one 'A Song in the Night'.  As you can see, compared to last season's model, it has 20% more pointy bits, an extra 3 feet of chain, and 5 more zippers, plus cave spider silk frippery, crystal glass baubles, and a bottle opener!"
"That's great, but how do I hold the thing?"
"Do what now?"

Spoiler (click to show/hide)

19
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 24, 2020, 10:11:05 am »
When a dwarf child reaches the age of 12. The child and the child's father will have a meeting. In this meeting the father will explain to the dwarf child about the birds and bees.
"...so y'see, son, bees are good cuz they make honey, which makes mead.  But birds are a mixed bag.  Most of the ones we keep are good, what with the meat and the eggs, and that covers your chickens, ducks, geese--"
"So which birds aren't good, dad?"
[extended flashback of rocs and giant keas overlaid with bird screeches]
"...Dad?"

20
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 21, 2020, 02:47:35 pm »
New type of spellcaster: the natalomancer, polar opposite of the necromancer.  They know the secrets of life and birth, and seek to fill the world with dumb, squishy babies that they control as their personal army.

21
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 18, 2020, 12:52:31 am »
Broker dwarves will empty the banks, fill your fortress with banks, and make a bank-running operations with his banks.
"...but Urist, weren't some of those banks?"

22
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 13, 2020, 01:52:13 am »
The ice caps expand over the course of a world's first decade. By Year 9 all life is mere fossils trapped within the maw of the frost that had enveloped the planet.

Worlds being cursed by deities to be turned into ice/lava/flood/whatever is a good suggestion; cataclysms being included in world gen is also a good one, such as worlds being hotter/colder/wetter than normal.
HOTTER
COLDER
WETTER
DRYER

23
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 12, 2020, 01:29:14 am »
The ice caps expand over the course of a world's first decade. By Year 9 all life is mere fossils trapped within the maw of the frost that had enveloped the planet.
Oooh, snowball-worlds!

Actually, I like that.  We could also have Carboniferous worlds where high atmospheric oxygen levels cause insects to become huge and enable the spread of continent-sized wildfires.

24
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 10, 2020, 11:44:55 pm »
Dwarves can be juiced.

25
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 07, 2020, 08:18:41 pm »
Some more fLOREida:

-The mouse-man who rules the kingdom of animal-people is both a necromancer and a werebeast.

-half of the kingdom consists of vast planes of smoothed stone full of parked wagons.

-people will wrestle crocs and gators.

-in addition to giant crocs and gators, there are "titanic" versions of these beasts as big as giant sperm whales.

-there are also giant catfish and snapping turtles as big as dragons.

-swarms of several dozen giant mosquitos roam across the countryside.

-bronze colossi are renamed "Confederate General Statues".

-aquifers, just, everywhere.

-in addition to beer, there's also rum.

-something something flesh-eating flies.

-hurricanes!

EDIT: wait shit how'd I forget

-the mouse-man lives in a castle shaped like his own head.

26
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 07, 2020, 09:54:06 am »
Add Florida Man.

Dwarves now do all the stupid shit florida man/woman/teen does. The presence of alligators or cave crocodiles on the map accelerates this behavior exponentially.
There is now a small chance worldgen will spit out a planet that consists entirely of intensely hot swamps and grasslands bordered by stormy oceans.  These worlds have high savagery throughout, a bias toward evil, and higher spawn rates for crocodile- and alligator-related creatures and animal people.  Additionally, the only clothing produced consists of sleeveless cotton shirts, shorts, socks, and sandals, and the only booze available is beer, which is drunk out of tin cans cups.  The main constant feature in these worlds is a vast and wealthy kingdom maintained by miserable animal-people slaves and lorded over by a tyrannical mouse-man.

Welcome...to Planet Florida.

27
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 30, 2020, 12:06:37 pm »
Engravers and Stoneworkers can now interact with criminals, either by engraving them or smoothing them.
They smooth and then re-engrave their brains to get rid of all those bad, unacceptable crime-thoughts.

28
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 29, 2020, 09:14:04 am »
Wild boars will attack your fort in huge waves, with 30-50 of them arriving all at once and instantly seeking out any children on the map.

29
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 28, 2020, 02:32:40 am »
Make "candy" into actual candy and make weapons made from it fragile, but also make dwarves prefer candy weapons over all others and refuse to use anything made from anything else.

My first days in the DF community, people mentioned a FB made of candy and that it was unkillable. I, unaware of spoilers, just assumed candy was bugged to be super hard. I couldn't figure out how to make candy though.
New material: sucronium, made from dwarven sugar at a smelter.  One bag of sugar yields one wafer of sucronium, which can be forged into items twice as strong as their adamantine equivalents, with only marginally more weight.  It is, however, also cookable, and your chefs will prioritize it over every other ingredient in your fortress.

Colossi can appear in the world that are made of the stuff, having been cooked up in ancient times by the foreboding and mysterious Primordial Bakers.

30
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 16, 2020, 12:38:04 am »
According to ToadyOne, goblins are meant to die violent deaths, and thus are immune to the effects of aging and disease.  To up the ante on gruesomeness, goblins are now also immune to atom smashing, freezing, and obsidianizing, and lethal wounds will only keep them down for a month or so.  The only way to put them down permanently is to eat them, which 1) your dwarves will now do, but 2) only if they've been butchered and cooked, which 3) can be tricky, because 4) your cooks will prioritize any other ingredient over goblin parts.  Better hope you can work through that hundred-deep stack of beef tallow before the next invasion.

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