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Messages - Sky-Streamer

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16
DF Community Games & Stories / [deleted post]
« on: December 25, 2020, 09:48:37 am »
i had put it in the wrong forum

17
DF Adventure Mode Discussion / Can you open doors while on a mount?
« on: December 24, 2020, 08:30:02 pm »
I like using my mount when exploring fortresses so that I can move faster. But every time there is a door, I have to either dismount, open the door and then remount, wait for someone else to come by and open it for me, or just find a different path (there usually isn't one). How can I open doors while remaining on my mount?

18
DF Suggestions / Fortress Preludes
« on: December 21, 2020, 08:42:12 am »
I think that the current beginning of a fortress is a bit... bland. You have no idea where your fortress' wagon and people start from, you have no idea how you got your resources, or any of that stuff. So, I'd like to give this idea; the idea of a Prelude/Beginning to the fortress crew's setout.

First, you choose the typical resources/dwarves and location of the fortress, like normal. Then you choose the fortress, mountainhome, hamlet or other such structure that your wagon will start from. After this, you start in that starting location, with a new message;

Spoiler (click to show/hide)

The player then is in charge of the Expedition Leader on the outskirts of town, where the Wagon is situated. The wagon, at this moment, will be completely empty. Some of the dwarves may be nearby, but not all of them. This is because they are preparing for the journey, collecting their belongings, and saying goodbye to their loved ones.

The player then has three days to either talk to their fellow dwarves, or gather extra supplies for the journey to the mountainhome. Once the three days pass, the dwarves will all be collected together at the wagon; with more possessions.
Each dwarf will have brought some personal items and placed them within the wagon. These items depend on the dwarf and their main job; For example, A hunter may bring a quiver, extra arrows, or a crossbow. A bard may bring an instrument.

Then, you have to travel. You and your party will have to travel to the mountainhomes, or the nearest fortress connected to the mountainhomes, and move to the trade depot. From there, your materials will be supplied, and you have to load it all up to your wagon. You can choose to stay for a few days, or get a move on to your fortress' site. Once you start moving, you must protect your dwarves from animals, feed them, and give them drinks. You'll need to prepare - not just for the fortress itself - but for the journey to it. As you travel, you can pick up even more resources, but the wagon will keep going unless you stop the animals. You can also fast travel with the wagon, but this makes you miss out on extra resources.

When you finally arrive at your site, the wagon stops, the screen fades to black, and the default 'Strike the Earth!' message appears. You are then able to do what you'd like in normal fortress mode.

How is this idea?

19
DF Dwarf Mode Discussion / Re: Pure Irony
« on: December 16, 2020, 10:16:45 pm »
They just used the DAS as a teleporter. What, didn't know that smashed entities are teleported to entirely different dimensions?

20
General Discussion / Re: Things that made you absolutely terrified today
« on: December 15, 2020, 02:02:15 pm »
GOD DAMN.

I wonder what stuff they've been able to get about shit the US has done? We had that whole thing with Snowden a decade or so ago. Is something like that going to happen again, on a larger scale?

21
DF Dwarf Mode Discussion / Pure Irony
« on: December 11, 2020, 10:28:06 am »
I'm making a fortress whose main industry is Fishing.
I'm in my first year, scouting out how deep the caverns are. I skip the first cavern, and literally 30 Z-Levels away from the bottom, I find Cavern Layer 2. Since the location is surrounded on all but one side by water, I decide to make an outpost, and accept two monster hunters.

And later, I found a group of hostile cave fish people.
On a single mushroom tree, which was surrounded by water.
Covered with blood.
And with the corpse of a troll at the top.

I have absolutely no idea what happened, there is literally no way for the troll to get over to the tree directly, and the nearest ground tile is a good 50 tiles away.


22
DF Suggestions / [Minor Spoilers] Extra Forgotten Beast Attributes
« on: December 09, 2020, 11:03:55 am »
Here are a few ideas for extra things to add to how Forgotten Beasts act.

Diet: 4 Categories.
Non-Dietary: The animal does not eat anything.
Omnivorous: The animal eats both Meat and Flora.
Carnivorous: The animal only eats meat.
Herbivorous: The animal only eats flora.

Violence: 3 Categories
Passive: Does not attack anything.
Selective: Only attacks certain creatures (Troglodytes, GCS, etc)
Neutral: Only attacks when threatened.
Violent: Attacks anything on sight.

New Abilities: 2 Categories
Powerful Psychic Abilities: If it encounters any loose items, they can be launched at high speeds towards any incoming targets.
Hypnotic Glare: If a dwarf stares into its eyes directly (which can happen easily without high Concentration), it is taken over by the beast. Unless the beast is killed, that dwarf is permanently under its control.

Please tell me how you think these ideas are!

23
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 05, 2020, 09:49:28 am »
Alright! Thank you!!

24
DF Suggestions / Necromasons + Living Objects
« on: December 04, 2020, 11:10:32 pm »
I had a thought; Necromancers, especially Dwarves, may see their creations as an art form. If they do, they may try and create new works of art, similarly to experiments, but in a way more similar to crafting.

Thus, I came up with the idea of Necromasons. These are Necromancers with different behaviors than typical, run-of-the-mill necromancers. Instead of resurrecting corpses, they are dissected, with some organics stolen. Priority is given to Muscles and Brains. When what the necromancer desires is taken, they will either walk away or ressurect the materials they didn't want.
After this process, the Necromancer will take the materials gotten from their butchery and use it to create living tools and weapons. These tools and weapons are just made of flesh, or - if more than 25% of them is made up of brain matter - have a personality based off of whose brains it is. Here are a few categories of how these Object Personalities could be;

Mindless: These are loyal to the Necromason that crafted them. They will attack like any other undead if they are placed onto the ground.
Assistant: These are loyal to whoever holds them. If nobody does, they won't move.
Intelligent: If they are made up of more than 80% brain matter, they will hide behind doors to strike, be able to climb (if their biology allows it), and will - if a mouth is attached - be able to make weak, caveman-esque language.
Pissed: These are found discarded inside of the smaller buildings of necromancer towers, or on the plains around them. They seek to destroy literally anything, including other undead.

Like normal Dwarves, Necromasons make Artifacts sometimes. But they're not perfected flesh weapons, no.
When Necromasons enter a Strange Mood, they go on a rampage. They take a small group of undead and go on a massacre of any nearby towns or groups of fauna, quickly butchering corpses and taking what they need. After what can be weeks of collection, they hide away in their tower for days - if not weeks - until a new creature is born.
This is the Necromasons' Masterpiece, which is similar to an Undead Luitenant, crossed with a Giant, crossed with a Forgotten Beast. They are Semi-Megabeasts who are loyal to the Necromason, and will protect its creator at all costs. They are not capable of speech, and can come in many shapes, from formless blobs to towering humanoids. They all, however, are made of flesh, skin and bone.

Please tell me what you think of this idea!

25
DF Suggestions / Re: Terrible Suggestions Thread
« on: December 04, 2020, 09:26:13 pm »
Better than nothing.

26
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 04, 2020, 10:07:22 am »
How do you make it so that an enemy will attack by spitting a ball of rancid milk at an opponent? Yes, this is an actual question.

27
General Discussion / Re: AmeriPol thread
« on: December 03, 2020, 10:09:36 pm »
You're talking about english message boards that literally end with -chan. The root is cursed.

28
General Discussion / Re: 'Shenanigans' is objectively a funny word
« on: December 03, 2020, 06:28:43 pm »
ye

29
General Discussion / Re: 'Shenanigans' is objectively a funny word
« on: December 03, 2020, 05:25:55 pm »
I am up to no skulduggery, as you are implying!

30
General Discussion / Re: AmeriPol thread
« on: December 03, 2020, 01:03:35 pm »
Maybe they pulled a soviet union and collapsed of blood loss

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