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Messages - HisMajestyBOB

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1
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: December 07, 2009, 04:05:14 am »
I'm trying to download the mod from the File Depository, but all I get is "download.php", whether I use Firefox or IE, or right-click -> Save As or just click. Is the link broken?

EDIT: Nevermind, it works now.

2
DF Dwarf Mode Discussion / Re: The closest call of my DF career
« on: January 27, 2009, 08:32:26 pm »
Build a temple for it, and place it in a labyrinth beneath the temple. Drop nobles and captured goblins into said labyrinth as sacrifices.

3
DF Dwarf Mode Discussion / Re: Gold and weapons
« on: December 12, 2008, 08:26:16 pm »
It would be cool to plate items in gold, so you could have gold-plated steel armor, or a gilded shield encrusted with gems. Great for killing elves/goblins/everything else in style!

4
DF Dwarf Mode Discussion / Re: Beware those who kill off Soap-makers!
« on: October 16, 2008, 04:32:25 pm »
You'd have the cleanest dwarves in the kingdom. So clean, they might be mistaken for elves, so be careful.

5
DF Gameplay Questions / Re: What exactly will thieves steal?
« on: October 13, 2008, 10:39:45 am »
I once had a thief steal a Large copper dagger off another thief's corpse just outside my fortress.

6
DF Dwarf Mode Discussion / Re: Roadhenge
« on: October 09, 2008, 01:07:50 pm »
Apparently roads made out of soap can be quite valuable.

Roads made out of soap...oh boy this makes no sense at all. Toady should work on this a bit.  ;D
Anyone ever used soap to construct roads btw?

You could just slide to your destination!

7
DF Dwarf Mode Discussion / Re: No, don't go outside....wait, what?
« on: September 26, 2008, 02:01:58 pm »
Also, marksdwarves seem to prefer beating goblins with their crossbows when they run out of ammo, rather than going to pick up more ammo.
Thus, it can be a good idea to cross-train your marksdwarves in hammering.

8
DF Gameplay Questions / Re: No more "Warm Stone" designation?
« on: September 15, 2008, 10:55:11 pm »
If you've already discovered the magma pipe (i.e., it's visible at start), it doesn't seem to warn you about it's warm stone. I know I've dug around a magma pipe at my fort and its never warned me. It has warned me when I dig underneath the magma that I channeled to my magma forges.

9
DF Gameplay Questions / Re: Idiotic Siegers and stupid pets
« on: September 14, 2008, 02:52:13 pm »
You could put in some doors near your entrance, and mark them Non-Pet Passable during sieges. Your animals, particularly the cats, will bunch up near the door wanting to go outside (just like real life! I can practically hear their mewing), but they won't go out unless a dwarf opens the door.

10
DF Dwarf Mode Discussion / Re: HELP arghhhhhhhhhhhhh
« on: September 12, 2008, 12:33:13 pm »
I just do what the dwarves do. I play DF for months, then I sleep for 2 weeks straight.

11
DF Dwarf Mode Discussion / Fishing is REALLY Important
« on: September 11, 2008, 09:33:22 pm »
So I have two dwarfs fishing out of the river in front of my fortress when, about a dozen tiles to the east, my military encounters an ambush. The goblins, being military geniuses, fire upon the fisherdwarves instead of the angry Swordsdwarves bearing down on them. Their first few arrows hit the fisherdwarves pet cat, killing the poor thing. The dwarves keep fishing. Another arrow hits one of the poor dwarves in the lung, knocking him unconscious. His fellow fisher, unperturbed, keeps fishing. The wounded dwarf eventually regains consciousness and then, while still wounded, resumes fishing.

Really now, I've got plenty of food! I wouldn't be surprised if fisherdwarves placed fishing as a higher priority over death, coming back to life when killed and sitting on the riverbanks, catching skeletal carp...

12
DF Suggestions / Re: Creating a magic system?
« on: September 11, 2008, 08:29:09 pm »
In my opinion, low-level would be, say, an enchantment on your swords or arrows, or perhaps a magical trap - runic magic, maybe. Not magic missile.

13
DF Suggestions / Re: Creating a magic system?
« on: September 11, 2008, 05:05:42 pm »
Ya know what I think about magic?

Magic should be difficult, but have massive effects. No petty magic Missiles here- A spell should be a complicated, expensive ritual that creates Chasms, turns entire sieging armies into vermin, or makes ordinary stone turn to gold.

magic should be special.
I cannot quote this hard enough.

Actually that sounds like a ritual, not some ordinary spell. Ordinary spells should not turn an entire army into vermins... ;)

Spells should be rituals, in my opinion. None of this D&D style running around throwing fireballs all over the place. Magic should require preparation.

14
DF Suggestions / Re: Warlike Goblins
« on: September 11, 2008, 02:41:33 pm »
The fix is when Toady adds initiative and expansion wars.

For example Humans are supposed to be Warlike as well

Aww, but I like my trader human friends!
Now cannibal, barbarian, war-mongering elves, on the other hand... >:(  8)

15
DF Suggestions / Re: Creating a magic system?
« on: September 11, 2008, 01:15:38 pm »
I agree that magic would be best if its kept rare and powerful.

One idea would be to have God-magic - you build a temple, and conduct rituals and sacrifice items (or animals) for a particular and subtle effect, like increased combat prowess, better trading acumen, bountiful harvets, etc. Sorta like King of Dragon Pass, in a way. It could require a priest noble, sorta like the wizard noble suggested earlier. Or, one of your ordinary dwarves have their god "speak" to them, like a strange mood - build a temple for them, and they'll dedicate it to their god and become a priest of that god.

Wizard magic could work the same way, but with different effects, and its conducted by the wizard himself; you're not asking a god to do it for you. Wizards should be very rare.

Alchemy could be tied to wizardry and to god-magic. It could also cover transfiguration of minerals and metals - iron into gold and all that. It should be more common than the other forms, but its effects are fairly limited - you're just transforming one bar at a time, or making one potion at a time, etc., like any other workshop.

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