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Messages - Aqizzar

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16126
DF Adventure Mode Discussion / Re: Ignore
« on: July 13, 2008, 10:30:15 am »
This had over 30 views when I decided to post this.  Anyone else think that's really funny?

It's like saying "DONT LOOK" so I have to.

16127
DF Modding / Re: Dwarf Fortress 40k
« on: July 13, 2008, 04:35:39 am »
Hope I wasn't a bother or anything.  It all looks great.

And yeah, now I get the lack of ENDING tags on demons.  A very nice touch that one is...

16128
DF Modding / Re: Dwarf Fortress 40k
« on: July 13, 2008, 04:01:59 am »
As for diversifing ork armor, I get that the idea is that orks will wind up with one of three different versions of each peice.  If each of the three had different MAINBLOCK and SECONDBLOCK numbers, it would give them random protection, but the player couldn't tell the difference.

Another thing that's probably an error-  Because cultists are size 7 and imperials are size 6, they can't wear each other's clothes or armor.  They wind up as large and small respectively.  I assume they're supposed to both be humans; which would also make the cultists' STOUT tag unusual.

And apparently, cultist adventurers can't start with swimmer skill.  I don't what would cause that.

16129
DF Gameplay Questions / Re: Oh god should I ask this question?
« on: July 13, 2008, 02:55:56 am »
Well, unless you renamed it, it should just be region1/region2/etc.  I do assume you mean the folder name.

16130
DF Modding / Re: Dwarf Fortress 40k
« on: July 13, 2008, 02:42:22 am »
This is the best idea ever.  Can't wait to update it for the new release.

Not to be an ass, but I've read through it and got some proofreading for you:

Problems-
Bloodletters and [toasters] have no BIOME tags.
[CREATURE:Mutant] needs to be capitalized.
GOBLIN language file was renamed, but entity_ork still has [trANSLATION:GOBLIN].
A few misspellings in custom titles and item names.
No demons have [ENDING] or [POWER] tags.  HFS will be harmless and cultists will have nothing to worship.
Gretchin have no SIZE tag, which makes them SIZE:7.  Worrying.

Suggestions (because I care)-
CULL_SYMBOL and SELECT_SYMBOL tags in chaos and eldar entities are a bit inappropriate.
Cultists have no personality tags, and the tags for demons and civ creatures could be tweaked.
Demonettes seem a wee bit overpowered, and pink horrors really ought to breath fire.
No demonic beasts besides the hyrda.
I'm not sure what the tag is, but I'm pretty sure there's a way to keep creatures from appearing as undead.  A bunch of things could use that.
No skulking civ?  I don't know who it would be though.

Orkiness (WAAAGH)-
Ferals could use the SAVAGE tag instead, probably normal orks too.
Squigs could be domestic and SAVAGE.
Nice bit of work with the randomized equipment, but the armors especially are so similar it defeats the purpose.
[MASTER_THIEF]?  [RELIGION:ANY_APPROPRIATE_POWER]?  [BABYSNATCHER]?  Dats runty works.  Orks don wurshop no bighed demons, an weez prop'r mean and grean.  Seege'z in yeer too!

Oh god, 'stealers in the well.

EDIT/BUG REPORT: Adventurer started off with some flax carapace boots.  Not sure what would do that.

16131
DF Dwarf Mode Discussion / Re: What special rooms do you build?
« on: July 13, 2008, 01:04:40 am »
So you're making these?  Very stylish.  But I think archeologists will have much more fun trying to rationalize all the kitten bones, human skulls with furniture dents, and depictions of elves burning.

On that note, I always go way overboard with designing and building elaborate bonehoards and refuse chambers.  I'm paranoid about losing any concievably finite resource, especially bones.  I'm not sure it counts as a room, but I like to designate little stockpiles around my entrance halls to show off my collection of skull totems.

16132
Okay, I don't know if this is jumping the gun or anything, but because I'm impatient, inspired, and bored, I've typed up a species.  Fualkner, feel free to pick it apart as an example.  I've also got some ideas about rules for technology, but I certainly don't want to get out of place.  Let me know if you want to hear them.  Ahem...


Species: Kadesh  (Plural: Kadesh  Adjective: Kadeshi)

Description: The Kadesh are a semi-aquatic amphibious species of gathering scavengers.  They resemble armless kangaroos covered in teal scales, with huge finned legs and tails, giant black eyes, and a bundle of tentacles sprouting from mid-torso.  They are fairly large, 2-3 meters from beak to tailtip, and are light for their size, just heavier than neutral buoyancy.

Location: The bay/river valley at E-11+13 F-12+14

Diet: Omnivores

Lifecycle: My criticisms aside, they reproduce and age as in the OP.

Evolutions:

Amphibious 10: 10 EP
A Kadesh must immerse itself in water or stay in a humid climate or it will begin to dry out and weaken.  They are still ultimately tied to breathing water, but can stay in air for many hours in the right conditions.

Manipulators 5: 5 EP
Kadeshi tentacles are evolved to pick through riverbeds and coral reefs for morsels.  They are deft at manipulating small objects, but have very little strength.

Speed 15: 20 EP
It's muscular legs and finned tail make up half of a Kadesh's mass, and propel them through water at considerable speeds.  On land, they can cover some distance in great strides.

Vibration Sense 5: 5 EP
Kadesh have an array of streamers and antennae around their faces which can detect vibrations in water, and to a lesser degree in air.

Language 5: 5 EP
Kadesh communicate with sounds and body movements.  Underwater, they produce a range of singing noises.  Out of water, they can croak and gurgle, and use “hand” signals.  Their actual language is limited to declaratives and warnings.

Fiber Use (Weaving): 5 EP
Some Kadesh have learned the weave fibers into useful shapes and tools.  Though crude, their nets and bags can catch and store much more food than simple gathering.

16133
- four-pointed star x16
- four-pointed star
- five-pointed star (!)
- four-pointed star
- four-pointed star x 13

16134
DF Suggestions / Re: No Loafing
« on: July 12, 2008, 10:58:25 pm »
Slapping would be great, except it introduces the player as a genuine being instead of the sorta omnicient collective will of the fortress.  That designates tasks.  Which the dwarves acknowledge and cancel.

Yeah, I'm on board for slapping.


To expand on the OP, if you set up multiple meeting areas, or just give a dwarf a bedroom, when they go On Break, they shuffle back and forth between loaf stations.  I'm pretty sure that they don't count Time In Transit between locations as On Break time.  I've seen a dwarf spend an entire season lounging around, and it'd be nice if they counted walking around time as well.

16135
Yeah.  I thinks its much less of a problem that siege engines can't shoot up or down z-levels as it is that they can only fire at exact orthogonal angles.

16136
DF Community Games & Stories / Re: [Sucession Game] Angel of Wards
« on: July 12, 2008, 10:41:32 pm »
So, uh, does all that mean it's my turn?  Which file am I supposed to use?

16137
I've never been part of a forum game, and this looks pretty fascinating.  I've got a great idea for a creautre in mind, and as soon as the rules get properly hammered out and everything starts I'd love to take part.

My big questions are-
What's the big list of traits we can choose? and How do we deal with other players?  EDIT: Ok, player defined goal, got it.


One big criticism though-
Quote
On the note of population size, assume creatures give birth to one baby at a time and the creature takes 40% of its lifespan to grow up. Default population is 20,000, spread over the four hexes evenly

Birth rate and growth speed are a huge part of evolutionary strategy.  What you've described works for human equivalents and large mammals like elephants and whales, but that's really limiting.  Obviously the idea here is a species that develops into an intelligent civilization, and it's easy to think of creatures with a human-like lifecycle.  But think of creatures like mice, ants, or octopi - nothing about their lifecycle necessarily precludes developing intelligence, and the radical difference in personality and priorities would be really fun to explore.

16138
Other Games / Re: Age of Wonders
« on: July 12, 2008, 07:59:46 pm »
I think you're blowing it up a little but yeah, it was an really great TBS.  I've never managed to find the full version - I got it on a demo CD and played the hell out of it for years.  I finally found a copy of Age of Wonders 2 a while ago, but I get the feeling I missed out.

16139
DF Dwarf Mode Discussion / Re: Cave Crocodile CHALLENGE!
« on: July 12, 2008, 07:47:36 pm »
If magma isn't an option for what ever reason (keeping the tunnels I suppose) I would try building an advancing line of fortifications and peppering them to death.

Or go the proper dwarvenly route and train up some axe lords and paint the halls in pale lizard blood.  Any dwarf who falls gets a coffin inlaid with croc bone.

16140
DF General Discussion / Re: dwarves getting tired of monotonous food
« on: July 12, 2008, 07:34:51 pm »
Once again, that is some profound news.  I get the feeling that this little food pickyness is laying the ground work for huge changes in the way dwarves go about their lives.

Question for Toady - When a dwarf is choosing a meal to grab, are they able to tell the difference between (as used) plump helmets, plump helmet/dwarven wine biscuts, and dwarven wine/plump helmet biscuts?

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