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 - Areyar

Pages: 1 ... 165 166 [167] 168 169 ... 184
2491
DF Community Games & Stories / Re: Twin Tower Challenge
« on: May 02, 2008, 04:20:00 pm »
interesting.

For added spice, try this challenge on a map with :
-a goblin tower in one corner
-a stream or river cutting through the middle and
-build your tower in the opposite corner.  :D

-try not to spam any type of trap  
-make sure the gobbos can readilly reach your frontgate.


2492
another idea: 'Ewok village'.

Build only wooden treehouses connected with walk bridges.
Disturb the natural surface as little as possible.

the only underground parts will be
-trading depot
-brokers' room, with levers for:
-elaborate mechanism for flooding/draining access corridor to tradingdepot.
-storage vaults for tradegoods under depot. -also panic room.
-maybe other storage can also be underground.

Question:
raised bridges form a wall.
Does this wall also function as a floor one Z-level up?
I'll test it later.
EDIT: Tested. No, does not work.   :( That leaves only a standard moat for safety.

design for defendable access tree:

code:

  ^I^  
 bB Bb
b ### b
^B#xxx#B^
I #xxx# I
^B#xxx#B^
b ### b
 bB Bb  
  ^I^

# wall or preferably one level of earth
Bb raising bridge with B as base.
^ ramp
x up/down stairs
I single wall



Does not work, also found I forgot about diagonal movement. :duh:

small treehouse
level0: Upwards stairs for lone houses, but more likely a woodencolumn.

code:

,,,,,
,,,,,
,,I,,
,,,,,
,,,,,


floor1: defensive fortifications
code:

+++++
+   +
+ u +
+   +
+++++


floor2: storage and door to walkways
code:

.#####.
.#   ##
| d u#
.#   ##
.#####.


floor3: barracks or workshop
code:

#####
#   ##
.#   x#
#   ##
#####


floor4: roof/ extra storage layers

[ May 11, 2008: Message edited by: Areyar ]


2493
No rules about martial law.  ;)
you need to take axes in stead of picks...for lumberjacking offcourse..., but they're a tad more expensive IIRC.

2494
AKA hippie village.

Has anyone suggested to limit a fortress' options to things undwarfish?

no mining or metal craft.
only aboveground, wooden (or stone if neccesary) buildings and furniture.
economy agrarian only.

each starting dwarf will start a farm and has a secondary valuable profession neccesary to build the essentials (carpenter/cook/brewer/broker/etc)
all non-agrarian immigrants will be treated as serfs and will only recieve their own houses and shops/farms when they have reached enough experience.

Workshops can only be built if a dwarf with the required profession is available at normal level. (through immigration or from initial settlers)

trade is allowed and even neccesary to obtain weapons and such.
Nudism is allowed.

I'd recommend a woodland location.
maybe inside elven or human lands. :P


2495
DF Community Games & Stories / Re: Damn dirty moat.
« on: May 13, 2008, 04:19:00 pm »
You already got the uselessmoat and bridges,
now add the perimeter wall.
Then a more fortified gatehouse, turn it into a large airlock.
Then a walled courtyard killingfield.

or dig the ice out and make it a trench.  :D


2496
DF Modding / Re: construct to not construct.
« on: May 13, 2008, 07:47:00 am »
I wish stone blocks could be engraved and then become an engraved wall if used to build one.

Other than that wish, I can only suggest some of the tools used by some, maybe they can modify objects other than creatures too.
look in the wiki - main page : metagaming & advice : utilities.


2497
DF Modding / Re: Creating a Creature
« on: May 13, 2008, 03:59:00 pm »
so for a wand, that would be a lowpowered mace or similar.

fireworks! made at alchemists = ammo for some sort of wizard weapon.


2498
DF Modding / Re: Creating a Creature
« on: May 13, 2008, 10:40:00 am »
Nice.

Is it on the wiki?

Did it require a whole new set of weapon types and stuff like I feared?


2499
DF Modding / Re: Creating a Creature
« on: May 13, 2008, 05:04:00 am »
I was wanting for a wizard type creature, my engravers are obsessed by them.   :D

You have no magic coming from hands...why not?
Conjuration of fireballs usually entails lots of gesticulation shouting and pointing menacingly at offending things.

--This is a masterfull engraving of a wizard making a plaintive gesture at his apprentice dwarf. The apprentice is on fire.--
training accident?

edit:
A bit beyond your current ability perhaps but still some nice ideas:
...you could look into making scepters into weapons for magical attacks.

...can finished goods be modded to be used as tools/weapons at all?
most probably would need a new weapontype and a workshop to produce them.

Is it a monster/adventurer only, or can it also be used in the fortress?

Maybe as a noble? (probably non-accessable code)
...requires office ...with bookcase ...and an archery target for practice.

[ May 13, 2008: Message edited by: Areyar ]


2500
DF Modding / Re: Undead/Viral Mod?
« on: May 22, 2008, 05:04:00 pm »
[edit: this is about the fear of undead taking over the world during generation]

Seems during worldgen, each race is restricted in its ability to start/conquer sites to a single biome.

plains and such for humans, woods for elves, mountains for dwarves and goblins.

undead will most likely be restricted to ruins and evil/haunted biomes.


I don't think the terrain-allignment changes with history after being created, right now, but I suspect historical events changing the world-terrain are on Toady's long todo-list.
Oh, the point was : It would be cool if civs would spread their influence in a limited way. humans, goblins and dwarves deforesting, evil cities spreading evil biome syndrome etc.

[ May 22, 2008: Message edited by: Areyar ]


2501
DF Modding / Re: Undead/Viral Mod?
« on: May 22, 2008, 02:18:00 pm »
quote:
Originally posted by Apegrape:
<STRONG>...Can you make them drop something else than stones?...</STRONG>

How about dragon's teeth?
(Jason and the Argonauts reference)
Or was it hydra teeth?
... By the teats of Armok!   :D

[ May 22, 2008: Message edited by: Areyar ]


2502
DF Modding / Re: Undead/Viral Mod?
« on: May 22, 2008, 11:39:00 am »
Yeah, I was afraid most of those things would not be possible.
But maybe in future, when the basic code is a bit more mature.

Can't just surrender hope, maybe Toady will enable/allow more in-depth modding if he's enthused enough by grand ambitious mod-ideas.   :D

Has toady made any comments on the future of modding in DF?
About plans for scripting and such.

edit: searching to find answer to my Q...
powergoal 11 : ghost town, zombies in destroyed towns.
bloat-powergoal 92: undead rise during siege.

[ May 22, 2008: Message edited by: Areyar ]


2503
DF Modding / Re: Undead/Viral Mod?
« on: May 22, 2008, 07:08:00 am »
I really like where this is going.  :D

--
What about the viral part of the idea though?

It would be so cool if dwarfs got sick by getting bitten by a zombie and when they die, their corpse turns into a zombie...right there in the hospital.

...Probably not posible right?

...Unless you mod the way all corpses behave.
...while rotting, it is converted into a zombie (or after rotting, a skeleton)
though keeping track of lost limbs etc (for continuity) is probably not in the realm of the possible right now.
...also clothes: no way to force a creature to put on clothes of a dead one probably.
::This would be so awesome in terrifying/haunted biomes!::
-Always get a chance of corpses rising. A good reason to have sturdy doors on the tombs and some honour guards.  :D

Without involving dying and reanimating corpses:
-Can dwarves be forced to go insane? (by being bitten?)  
-Can dwarves (or other creatures) characteristics be changed while inside the game?


2504
DF Modding / Re: Undead/Viral Mod?
« on: May 21, 2008, 07:37:00 am »
if they have normal, but slow attacks,
it should take a resonable amount of steps to bash object (or wall) right?

2505
DF Modding / Re: Undead/Viral Mod?
« on: May 19, 2008, 04:57:00 pm »
burning them is the classic AD&D way of dealing with zombies...

(lol: with a creative DM this would generally lead to classig DF pyrric/pyrey victrories of villages burnt to the ground and enentually entire kingdoms turned to ashes by burning zombies.)

hacking them to pieces and then throwing the disjointed bits on a pyre usually is a better option.

You'll need fire-bolts for your crossbows. requires bitumen.

---
It would be so cool if severed limbs would turn into seperate entities.

Also a contractable zombie contagion would fit the SF-zombie theme.


---
Urist hacks the zombie in the arm with his axe.
It is severed!
The zombie lurches at Urist.
Urist is slammed into the ground.
Urist is stunned.
the severed zombie arm latches onto Urist's throat.
It is bruised!
Usist comes to.
The zombie entangles Urist with his entrails.
He misses.
Urist counterattacks by biting the severed zombie arm.
Urist feels queezy.
Urist grapples with the zombie.
It is broken in two!
Urist feels numb.
...
Urist is deceased.
Urist starts eating the severed zombie arm.

Urist likes dwarf brains for their shiny pinkness and nutritious alcohol content. Urist needs a brain to get throuh being dead all day.


Pages: 1 ... 165 166 [167] 168 169 ... 184