Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - shadow_archmagi

Pages: 1 2 [3] 4 5 ... 52
31
DF General Discussion / Re: This is why I love DF
« on: February 01, 2012, 09:23:47 am »
The proper answer to vampire accusations:

imprison both of the people involved. Do not feed and do not water them. The one who shows signs of dehydration is the dwarf.

 ... if both of them show signs of dehydration I don't know what to do though. :( burn everything?

Correct solution: Do feed and beer them. The one that shows signs of dehydration is the vampire.

33
So, a long time ago, I read an article in some nature thing or another. The article suggested that bees build their hives differently based on past events; like a more complicated version of tree rings. "Ah!" said the young bee "I see by the fact that the hive entrances are small and east-facing that we're at war with the neighboring hive! Good to know!" Regardless of how accurate this is in the real world, I connected it to dwarves. What if they had a (literal) hive mind?

Entire mountains given sentience by cavern halls covered in elaborate runes; or maybe just as a result of belief. Maybe something inherent to the labyrinth tunnels of the dwarves. consciousnesses that span millenniums acting as guiding forces for whole civilizations. Dwarven high priests learning to commune directly with The Stone. Maybe the really big, really old ones get to be demigods in their own right. Maybe there's a campaign finale where someone tries to bring the whole mountain to life, so it can scuttle around grazing on entire cities?

But then I had a thought. What would a map of a mountainholm look like? Well, your stereotypical mountainhome is going to have one massive cavern hall, and then maybe lots of little tunnels that branch off from it. Of course, you'd want a 3d map to be most useful. Maybe one you can carry around?

Spoiler (click to show/hide)

So then. There's some dwarves who are interested in retrieving some stuff from a mountainholm that got lost beneath the sea strange aeons ago. Archeology, pretty straightforward, not terrifying stuff. Maybe they hire the player characters, maybe they just keep cropping up on the sidelines. Then it turns out their plan is a bit more ambitious: They want to raise the whole thing and create a new island. The players don't see a problem with it. Then there's the reveal: The forgotten city probably should've stayed forgotten. Maybe the surface dwellers legitimately thought that they were just going to find priceless relics or happy-go-lucky long lost cousins, or maybe it's a cult trying to end the world. The important thing is that the dwarves that stayed below have adapted to their new environment, and coincidentally gone insane.

Now the race is on to prevent the Great Old One from returning to the world! It's time to go In The Hall of Cthulhu the Mountain-King


So anyway, that's the basic layout of the thing. I'll keep updating this post as I flesh it out a bit more and actually begin to write up primary NPCs and specific objectives and artifacts

34
Dungeons of Dredmor has a whole grab-bag of references. Pretty much references DF most out of any other thing it does.

Aye. Pretty much everything menaces with spikes of something or another.

35
DF General Discussion / Re: Red Tide
« on: September 15, 2011, 06:53:41 am »
If I understand it properly it could cause fishing to grind to a halt, or cause the fish to have some of the new ingested poison syndromes.  I remember hearing that red tide fish is definitely not good for your health.
And if I remember correctly, it makes shellfish literally lethal.

As opposed to those shellfish that are just metaphorically lethal.

36
DF Gameplay Questions / Re: Dwarfs won't train
« on: September 11, 2011, 10:35:16 am »
Dwarves will only perform Archery Practice using bolts stored in their quivers, so if a marksdwarf's quiver is completely filled with Combat-only ammo, then no Training ammo can be collected and no training will be done. You'll have to undesignate your metal bolts for Combat usage and dump them from their quivers, at which point they'll collect training ammo and start training.

I agree that it's a very annoying bug.

Thanks!

EDIT: No, no that doesn't seem to have been it entirely. Only two dwarfs will train at a time, despite the fact that I've designated ten archery ranges and set them to use whatever ammo they feel like, metal or otherwise. There's a guy standing here with bone bolts in his inventory saying he can't train.

37
DF Gameplay Questions / Dwarfs won't train
« on: September 11, 2011, 10:14:39 am »
So, I made an archery squad. Assigned them to wear leather and use crossbows. Set squad supplies to use metal bolts for combat, bone for training.

Set up four archery ranges with five targets in each, assigned them all to the archery squad for training. Made sure the direction of the shooting was correct.

Dwarfs sit around saying "Cannot follow orders"

what could I be missing?

EDIT: and yes, I"ve got loads of bolts. I'm sure of that.

38
DF Modding / Re: Help with tilesets?
« on: September 07, 2011, 09:03:36 am »
Does the game contain any mods?

If not then you could just copy the vanilla raws over the ones in save folder.

Oh that's much better! Thank you so much, Kipi! I can really tell what's going on now! Oh, hey, MAGNETITE!

39
DF Modding / Help with tilesets?
« on: September 07, 2011, 08:50:04 am »
So, I'm in a bloodlines game, and I was just handed the save file.

My predecessors are weak, and play the game with this set
Spoiler (click to show/hide)
The trouble is, that's somehow mucked up the save file so when I try to play it in pure and glorious ASCII, a lot of the symbols seem different, particullarly those for walls. They all have odd letters in them; instead of simply being a gray square, a weird little letter, like e umlaut on the limestone and some kind of unholy fusion of A and & on the microline.

How do I fix this
Spoiler (click to show/hide)

40
DF General Discussion / Who goes "Ah!" in the intro video?
« on: September 07, 2011, 08:32:26 am »
I feel like this is something the community should know. In the intro sequence (Which I stopped to watch because it really is beautiful and I love the timing of the ticking) who did the voice that goes "Agh!" at the end of the intro video (APOLOGIES TO ANYONE WHO WAS GOING TO WATCH THE VIDEO AND DID NOT KNOW HOW IT ENDED)?

Is that Toady's voice? Did he get someone else to do it? Were there "Aaaah!" Auditions?

41
Quote
The Dwarf Fortress codebase is not where the stroke of genius lies. Tarn himself has claimed not to be a particularly awesome coder, and while he has a math Ph.D., he also claims to be a second-rate mathematician.

People keep saying this as a fact that Toady isn't a good coder. In a industry full of overblown egos (the games industry) I think people forgot what is a modest person.

We never said he was BAD. He said he was a messy coder. We're just pointing out that Dwarf Fortress isn't about the lines of code, it's about the idea and the dreams that are constantly being woven into it.

42
I wonder if mysterious white fluid golems can reproduce

43
*man walks in with severed right hand*
"Don't mind Dex, he's armless!"

44
DF General Discussion / Re: NY times article on DF
« on: July 22, 2011, 06:28:31 pm »
I wonder how the article was done. Did the reporter gradually infiltrate Toady's life, in the style of Jane Goodall?

45
So, they kept making jokes about a cat being in the fetal position. Does that pun even work in german?

Pages: 1 2 [3] 4 5 ... 52