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Messages - JAL28

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31
DF Suggestions / Re: Difficulty Rating System
« on: February 03, 2021, 06:39:50 pm »
“You have embarked on an evil biome. You may be assaulted by disgusting weather and flesh-eating zombies if you embark here.”

“You have embarked on a glacier/tundra. Your dwarves may freeze to death if you embark here.”

“You have embarked on a scorching biome. Your dwarves may overheat to death if you embark here.”

“You have embarked on a badlands/mountain/desert. You may have difficulty finding trees if you embark here.”

I mean, at least do it for evil biomes because for some people the spooky colours weren’t enough

32
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 03, 2021, 06:36:11 pm »
Dwarves can use flamethrowers, but only against the elves

33
DF Suggestions / Ocean Revamp
« on: February 03, 2021, 03:29:39 am »
Oceans are pretty sad right now. They are mostly just large, shallow bodies of water with absolutely no plant life at all, as well has having the very detrimental and unscientific fact of freezing over entirely when winter comes/when it’s cold enough. Enough of that. Hopefully with the stuff mentioned here it would be at least somewhat more interesting and maybe useful.

First off, oceans would be really deep. Like, REALLY deep. Possibly extending down to the second cavern layer or more, though never beyond the third. There would be a variety of special plants and tree-like organisms, like corals, sea grass and kelp, etc etc. Deeper layers(at cavern level) would have more fanciful and supernatural flora and fauna, while upper layers would retain the mundane animals that currently populate oceans. Caverns interrupted by the oceans would likely end if they had no area to expand to, and dwarves with swimming abilities can go swim into the ocean and do things like diving to grab some of them nice seaplants.

Also, when a large body of water freezes up(lakes or oceans), only the first(or a few) layers of water freeze over, and will thaw back when temperatures rise enough. This way, it may be possible to prevent total wildlife extinctions from freezing seas and loss of prime vermin fishing areas.

Unrelated, but some way to train swimming in fortress mode would be nice. Maybe a swimming pool-like workshop? Maybe even be able to fill it up with booze for inebriation thoughts.

34
DF Suggestions / Re: Fortress for all
« on: February 03, 2021, 01:03:30 am »
That seems more reasonable, though I would assume that it would be a really rare thing. I don’t think most migrants would choose migrating to another civ’s site over their own.

Probably would only occur during war, if the parent civ is dying or cannot take care of them/refused entry etc etc.

35
DF Suggestions / Re: Fortress for all
« on: February 02, 2021, 06:35:37 pm »
Idea is one fortress the live dwarfes elves humans goblin alchemists together in one fortress
Each race have own profession and Aufgabe in the fortress...
and then tweet dwarfed have speacial colored caps for special professions too

Just get some performance troupes and refugees in and unless their already married you can merrymake them and start a multi-racial fort

36
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 02, 2021, 06:34:48 pm »

They're eating her!
And then they're gonna eat me!
OH MY GOD!!

Oh, wait, that's goblins trolls, not elves. Whew!

Elves when a herd of elephants wanders on the map:

Elves can now be eaten by grazers. They keep grazers full for 5 years.

This is called "Terrible Suggestions Thread" not "Absolutely Great Super-Awesome Suggestions That Toady Should Really Implement Right Here And Now Thread".

I fixed it

37
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 02, 2021, 06:28:18 pm »

They're eating her!
And then they're gonna eat me!
OH MY GOD!!

Oh, wait, that's goblins trolls, not elves. Whew!

Elves when a herd of elephants wanders on the map:

Elves can now be eaten by grazers. They keep grazers full for 5 years.

Elves that aren’t memoralized will become crazed nature spirits that will do all sorts of !!FUN!! Things like:

Randomly growing saplings(eg. In the middle of a hallway)

Wilting plants

Toppling buildings(constructions included)

Breaking Raw Adamantine

Stimulating trees to not produce fruits

Sucking up all your booze

Harassing your dwarves for using non-grown wood products, giving them bad thoughts

Causing mayor unhappy thoughts by clogging up his schedule with “attend meeting” jobs to complain about the lack of non-grown wood products

Self-trade with elves, offering all your stuff to them and buying like a wood erong instead

Chase away dwarven caravans

Annoy sieges until they leave of boredom

Annoy megabeasts until they leave of boredom

Annoy migrants until they leave of exasperation

Annoy your dwarves until they leave due to being insane

Turn your dead fortress into a Forest Retreat and seed new elves

Etc. Etc.

Elves, being the snooty bastards they are need 5 whole slabs memoralized to them to appease them and make them disappear. Alternatively you can get an animal ghost to eat it and it will disappear.

38
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 02, 2021, 05:10:51 am »
Neutral clowns who cannot hit you with spitting will spit at you to train your dodging skill even further but will tell you that first.

Imagine getting hit by a spit from a deadly spittle clown...!!FUN!!

Fire-composed or fire-breathing clowns spit globs of liquid fire instead of normal spit.

39
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 02, 2021, 03:41:41 am »
Adding to the above, elves now cannot move and require sunlight to live, dying if they are under a tile which is not Light. In a 10 tile radius around an elf, an “elf seed” can spawn, which grows into an Elf Sapling after a year and an Elf after 12 years. These seeds can be trampled to death. They live in forest retreats which are basically trees infested protected by elves.

Dead elves spawn new Elf Seeds around them. Their bodies decompose into random plants when killed. They can absorb metal items around them and become metallic, making them invincible.

Elf armies don’t exist. They can’t move, and also are too busy tree-hugging to actually do anything else. Zombies that see them instantly die because their teeny brains implode when being faced with the prospect of something that could technically be both living and nonliving at the same time. Dwarves prefer to vomit over them, holding in their vomit if they can to vomit under elves. Elves can absorb this vomit and blood around them to nourish themselves.

Elves can absorb the meat of corpses in a 3 tile radius around them, consuming them down to the bone. Elves that eat the bodies of poisonous creatures(eg. Poison blood FBs) or absorb their poison/dust become poisonous with the effects of the syndromes, meaning particularly lucky elves with multiple ingested syndromes can become nigh-unkillable.

When faced with an elf, clowns will cluster around them and start dancing. They will then have the urge to search for a tissue(paper sheets), and any clowns that do not, or cannot get them will contract fevers and die shortly. Applies to both kinds of clowns.

Elves that learn the secrets of life and death gain the ability to possess anything that approach them. This means that they can assault underworld spires and come back with an army of 10000+1 clown. They don’t like non-elf necromancers and will slaughter them first, before wiping the rest of the world. They can move at 1 kph, though can possess and Mount animals to go much faster. Only elf necromancers do this, no other elves do so.

40
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 02, 2021, 03:38:59 am »
Angels and clowns should have [MUNDANE] token.

All mundane animals have [FANCIFUL] and [SUPERNATURAL] tokens, including dwarves, humans and goblins. Elves get the [VEGETATION] tag and are composed of plants because they love plants so much they became plants.

41
DF Suggestions / Re: Terrible Suggestions Thread
« on: February 02, 2021, 01:53:11 am »
Adamantine should be removed from the game completely so divine metal won't be underrated anymore.

Angels should be able to siege you so you can actually get divine metal feasibly in fortress mode(minus random merchant caravans bringing liquid cloth instruments or something)

42
Back here with more modding stuffs,

So recently I decided to make a new creature, and a special attack I wanted it to use was to use it's arms to "sweep" the enemy(using the lash template cause why not). Only issue is, I can't seem to find any way to make the attack use the arm at all. Using LIMB and ARM does nothing at all, while using GRASP doesn't seem to make them do the attack(even when attack flag is MAIN). What are the arms catogorized as for attacks, and how do I make the attack use the arm(not the hand)?

43
DF Suggestions / Re: Terrible Suggestions Thread
« on: January 29, 2021, 11:11:43 pm »
A new default squad uniform called thrower, which is no uniform and with any item as a throwable weapon. To train, these squads move to barracks and throw things under themselves at great speed to practise throwing. In battle, they throw anything in range at enemies, and seeing that they will probably already be legendaries at throwing will probably constantly get headshots, felling goblins by the dozens and providing cover for the retreating civilians.

44
DF Suggestions / Re: Necromancer Needs Rework (My Conception)
« on: January 27, 2021, 07:49:14 pm »
Maybe when all the world is consumed by necromancers, the world is magically reset, deleting all necromancers and their influence(sites, slabs, books with necromantic secrets, experiments, everything). The starting population of civilized creatures will be placed back into the capitals of their respective civs and the world starts anew. Probably implied to be Armok’s doing, though this is never explicitly mentioned(perhaps saying that a “divine force has wiped the world clean of all necromantic influence”).

45
As the title says, dwarves can play chess games, either of the real world variety or proc-genned themselves. Dwarves could play these on the floor with other dwarves in taverns, or on tables with multiple seats. Playing games would give dwarves happy thoughts. Also, during wartime with another race (eg. Elves), there might be anti-elf(or whatever race is warring) games and stuff made, which would probably include things like the famous “Pin the arrow on the Elf”.

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