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 - Neoskel

Pages: 1 ... 15 16 [17] 18 19 ... 119
241
Heres an idea, which i decided not to present in 'huge wallo text' format. It's partially inspired by the dev updates on healthcare.

Mod ogres as a 'play now' race. Painstakingly train up sneaking skills to legendary, this will take a while because ogres are slow learners. Make a leather hooded cloak and mask, dye them black and wear them, along with other black dyed leather clothes. Maybe make and wear an iron mask instead of a black leather one. Find a cave of kobolds and wipe them out, making sure to capture several. Dig out a number of rooms and make wooden furniture for them, beds and doors. Widen out the central part of the cave and put in tables, shelves and chests. This is your operating room. Also a room of cages to put captives in.

Gather a large supply of food and water and store it away in the cave. Make another huge supply of splints, bandages and the like. Now practice wrestling by breaking every bone in your captives' bodies, one at a time. Then train health care by setting every broken bone and letting them rest in the cells with beds until their bones have healed. Then repeat the process. While your 'patients' are healing, take some nets and sacks and sneak into cities, dark fortresses, etc. Kidnap random members of the races and use them as wrestling/healthcare practice. Keep doing that until wrestling and healthcare are legendary, which should take a long time since ogres are slow learners.

Get yourselve a big iron cleaver or bonesaw. Add a white butcher's apron to your outfit. Do interesting things to your 'patients' or just dispose of them. Make sure not to clean the bloodstains off the apron. Now go happily terrorize settlements, using your legendary medical skills to quickly recover any injuries you sustain doing so. Be sure to capture more subjects for experiments and stuff along the way too.

242
DF Dwarf Mode Discussion / Re: GIGANTIC HOLE
« on: March 19, 2009, 04:53:07 pm »
Some people would break into your house with a flash drive ready to obtain that file.

Not...that...I would do that or anything.

Don't do anything drastic just yet. It's just a brook.

243
DF Adventure Mode Discussion / Re: Unluckiest Battle
« on: March 19, 2009, 01:48:53 am »
I was using a modified version of The Dangerous Wilds Mod (I didn't mod the wild animals though)
and I was playing as a Tweaked in SoF, with Ultra-Mighty and Super "SoF"ingly Tough, no way that anyone will ever bring me down, I thought.

Spoiler (click to show/hide)

by the time this story takes place I'm "-- the Incinerated Murder" 

I load up and Travel into "the jungles of trickery" (a Sinister Forest) where I meet a Skeletal Grizzly Bearmen Ambush stops me and I fight a little and then start waiting just to see if they melt in my fire.

so from the log:
Spoiler (click to show/hide)
Damn you Lebovoici! (Washstoked)

Spoiler (click to show/hide)

Only you can prevent forest fires! - Washstoked the Skeletal Grizzly Bearman  ;D

244
Ugh. I just wrote another huge wall of text worth about another huge worldchanging enterprise by a single individual, but the forum logged me out before i could properly post it and i lost it all.  :'(

So i'll just put up a synopsis.

Start an elf. Go get legendary in all sorts of stuff. Stain skin teal with a marking in black on forehead and shave all hair. Swim out to a volcanic island, use magma to cast a huge cylinder of obsidian from the seafloor to quite a ways above the water surface. Do all this without mining out any part of the island. Carve cylinder into huge fortress, add to it with green glass. Fill lair with galleries of obsidian shelves, green glass tanks and obsidian coffers. Build large aquarium (not an item, a room) inside bowels of new artificial island fortress and fill it with cuttlefish. Make enormous quantities of paper and ink from cuttlefish. Also barrels of formaldehyde (from methanol from burning wood). Remove all infrastructure to create said lair.

Build a ship, travel out to nearest civ. Record every single bit of information about civ. Then kill everyone quietly. Skin everyone but the leaders and tan their hides. Use their leather to make covers for books. Copy all information gathered about the civ into new books (made from the civ  :P). Take all artifacts and treasures/items of note/historical import and store in lair. Preserve bodies of civ leaders in tanks of formaldehyde and put them on display in lair. Tear down all structures and destroy all evidence of the civ's existence. Do same to all civs. Leave one town of goblins for later use.

Hunt down and record information about all (semi-)megabeasts. Then kill them and use their hides to bind the books containing their information. Preserve their severed heads in tanks of formaldehyde. Preserve a whole specimen of each species in huge tanks of formaldehyde. Take all their treasures and weapons of note, destroy the rest.

Take over town of goblins, lock them into sealed cave system. Destroy previous settlement. Order them to make copies of books and breed/encourage them to have dispassionate, disciplined males. Build obsidian tower over each empty dwarf mountainhome to mark them. Fill mountainhomes with shelves, tables, chairs. Essentially convert them into huge libraries. Wait a few decades. Unseal goblins. Take preset number of the most dispassionate, disciplined males and neuter them. Also stain them teal and put the same mark on elf's head on their head. Use them to staff the new underground libraries. Take copies of books goblins have made so far. Reseal the rest of the goblins.

Monitor librarians. Replace less suited goblins with better suited ones from sealed population. Once the libraries are staffed to satisfaction, kill all other goblins and remove all trace of their existence.

Now the only intelligent/civilized creatures in the world are a cadre of immortal, emotionless librarians who can't reproduce and one bald teal elf with a mark on his head. Lets call him Brainiac.

245
DF General Discussion / Re: The NEW Future of the Fortress
« on: March 18, 2009, 06:45:09 pm »
Dude, dwarven doctors would probably all be like House.

246
DF Adventure Mode Discussion / Re: A dream of the far future
« on: March 14, 2009, 03:01:43 pm »
Eh. And this should happen at somepoint anyway.

Exactly.

247
Not a literal dream, that would be just sad.

Edit: Thread title changed because i plan on dumping more of these (in huge wall of text format) in this thread. Feel free to add your own huge walls of text about similar future endeavors. They have to be things you do in adventure mode though.

WARNING! HUGE WALL OF TEXT!

So i've got this image of greatness burned into the inside of my eyelids of what would be possible in a future version of this great construct known as Dwarf Fortress. Specifically that of the possibilities of all dwarf mode skills being available in adventure mode (and then some). I feel that i must share this exquisite deformity with the world.

It starts with a lone human (or dwarf) spawned into the world with nothing. No skills, no equipment, no past. Also no clothes. This individual is dumped in the middle of the wilderness with no civilization in sight. The individual picks up a small rock or a handful of dirt and chucks it. The process is repeated, the individual stopping only to drink from a nearby pond, eat a scavenged prickle berry or worm and take a nap under an oak tree. In a couple days our friend (or rather puppet) is a legendary thrower, able to clip the wings off of a batman 10 z-levels up with a spinning beetle. A similar process is used for sneaking, herb gathering, swimming and whatever else one can do with no infrastructure or equipment. This would leave our naked friend with joyously overinflated stats.

Suitably girded with capability, the individual is compelled to seek out a particular living entity to slay. Creeping through the undergrowth, our friend sights his intended target. The individual leaps upon the victim and savagely throttles it, grappling with it until it is ripped in half with a sickening pop. The individual immediately sets upon the carcass and begins tearing it into small pieces. Soon finishing this grizzly task, the individual begins weaving the newly processed rope reed thread into cloth and then sews it into a sack which is then filled with stones. With that done, our friend is now ready to actually go hunting.

The individual travels out and tracks down a creature: a deer, a groundhog, maybe a raccoon. Whatever it is, it is quickly slain by surpisingly aerodynamic minerals (well, the animal was sure surprised). The individual then butchers the animal and takes the bones and meat, leaving the rest which cannot be processed without proper equipment. The bones are used to fashion a makeshift digging device. Now our friend seeks out a particular landmark: flint or obsidian boulders. Upon finding it, the individual sets to with his bone shovel/whatever and excavates several of these large rocks. Then the individual spends some time knocking these rocks together until he gets a makeshift axehead and a makeshift pickhead. Another quick hunt or two provides bone hafts for both these tools. Now the hardcore crafting begins.

First our friend sets to felling those dastardly trees that kept getting in the wayof walking in a strait line. The wood is used to make a cabin, campfire, furniture, and a ridiculous number of earrings until the individual can easily make a masterwork oak chair or masterwork cedar nosering in one try (all lesser works created to reach this stagego on the fire). Now with semi-permanent lodgings and masterwork tables, buckets, barrels, etc. our friend can use these to work on other skills. Tanning, cooking, bowmaking, archery, bonecrafting, leatherworking are all practised until theyre are in the multiple legendaries. Wrestling, butchering, tracking, weapon and armor skills are also practised with use of masterwork bone and wood equipment. Our friend is now girded head to toe in masterwork wolf leather and wolf fur clothing (decorated with images of wolves in masterfully worked wolfbone).

Now to the underground. The individual heads to the nearest mountain and sets to with his stone pickaxe not stopping until usable stone is produced from every wall hewn down. Our friend stops to work masonry and stonecrafting into multiple legendary level and then makes a masterwork anvil. Ore is hewn, woodburning and furnace operating are practised into legendary levels to make heaps and heaps of charcoal and various metal knick-knacks. With blacksmithing, metal working, armorsmithing and weaponsmithing at multiple legendary levels or hero makes a masterwork set of steel armor and a set of masterwork steel weapons of various types. Our friend may even use a bit of assisted intuition to find Hidden Fun Stone to make masterwork adamantite gear out of. Then the fun stuff can begin.

Our friend treks out to locate the largest human civ in all the lands. The individual pays a visit to the capital and explores the city paying special attention to the keep and any temples. Then he kills everyone. In variously entertaining ways even. After depopulating the city, the individual gathers every item in the city and burns it in a massive bonfire. Metal objects are set to one side for later processing while everything else is rendered to ashes. All wooden buildings are torn down, leaving only the keep and temples. The temples are torn down and the road is ripped out to provide stone blocks which arethen used to upgrade the keep. The same treatment is given to all of the other towns in the human civ except all materials are brought to the former capital. No trace of the human civ is left except for some refugees out in the wilds. The keep is upgraded and rebuilt until it is a massive citadel of stone blocks with an equal number of z-levels underground made into dungeons. The wood from the old houses is rendered into masterwork beds, doors, etc. to furnish the rooms set out inside the menacing edifice. The number of rooms is equal to the number of houses and apartment rooms in the old city.

Now our friend sets upon the longest part of his quest. The individual sets off to a cave or chasm and uses masterwork nets to capture members of a chosen race of animalmen. These captured creatures are kept in a secure enclosure and left to their own devices for however long it takes for them to produce offspring. While waiting our friend becomes a legenday animal handler, trainer and breeder and gathers whatever large predators tickle his fancy as pets and mounts. Once the next generation of enslaved animalmen is born, the young are snatched away from their parents (who are then released, one way or another) and indoctrinated to be loyal to our friend. They are taught appropriate skills and are selectively bred to produce the strongest and most menacing looking minions. Once a large enough army is amassed, our friend declares all out war on all other civs and sets out to wipe out all traces of them. Each human keep in their capitals is rendered into a fortress similar to the first and is populted with a different type of educated animalman. Once all original civilisation is wiped out and replaced with animalman civs, our friend relinquishes control of each new nation and leaves them to develop on their own.

Having achieved a new world order, our friend can rest in piece. After personally making an enormous dungeon around their opulent tomb and filling it with gaurding creatures and priceless treasures wrought with their own hands of course.

Then, through one method or another, we let time run it's course for several hundred years and start an adventurer from one of the new civs that our friend helped create.

(Note: Yeah, i started writing lazy after the third paragraph.  :P)

248
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: March 04, 2009, 06:19:09 pm »
I enjoy playing as a spirit of fire and leaving a trail of burning devistation in my path.

I once tried to play a spirit of fire and take a stroll across the bottom of an ocean, but the extreme lag from turning all the water around me to steam and new water flowing in dissuaded me from making the whole trip.

249
DF General Discussion / Re: This is what a cave-in looks like
« on: February 25, 2009, 08:06:47 pm »
I hope the guy doesn't have too many red injuries, or even a light grey spinal problem.

Bet he had a dark grey Employment after that...

250
DF General Discussion / Re: The NEW Future of the Fortress
« on: January 24, 2009, 05:22:33 pm »
Psssh, anyone who cares if crows and ravens are different. They taste and look the same on a dinner plate.

phah. crows are mobs. ravens are packs.
Misbehaving Crows are a nuisance, 'misbehaving' ravens are a menace.

Actually, a group of crows is a murder (as already covered), and a group of ravens is an unkindness. On a somewhat related note, a group of turtles is a bale, a group of foxes is a skulk and a group of jellyfish is called a smack. Oh yeah, and it's kangaroos that group in mobs.

Yeah, animal group names get pretty silly.

251
DF General Discussion / Re: Sea kittens
« on: January 22, 2009, 04:17:06 am »
As far as morality goes, plants are fairly closely related to animals, genetically, so whether you live on acorns and dandelions, or you eat chilled monkeybrains for dessert every night, you're still destroying a living thing to perpetuate your own existence.

Atleast an animal has half a chance to avoid their fate. Plants can't even run away.

This reminds me of an Arrogant Worms song: Carrot Juice is Murder

Also, read`or the Sky Nacho will eat you.  :P

252
DF Gameplay Questions / Re: Magma/Obsidian defenses
« on: January 06, 2009, 04:18:04 am »
I think someone successfully made a trap which forms a block of obsidian which then drops on the heads of whatever victims there are below.

253
DF Suggestions / Give 'Capture Live Fish' job to fish cleaner
« on: January 06, 2009, 04:14:50 am »
Or anybody really, fisherdwarves will only attempt to catch a live fish after several dozen dead ones and then will usually cancel the job for one reason or other. And you can't turn off 'kill-fishing' and leave 'live-fishing' on. And then if you're not quick enough to forbid it some random dwarf will gulp down your long awaited piscine prize live and wriggling. If someone else took the job, then enough fish will survive long enough for you to get them to their intended tanks and forbid them.

It would also be better if dwarves wouldn't automatically eat live trapped vermin instead of food, maybe be able to assign cages/aquariums to eat from or something.

254
DF Dwarf Mode Discussion / Re: mass production of fish?
« on: January 06, 2009, 04:03:19 am »
You might be able to catch those vermin fish from the 'catch live fish' job at the fishery. If your fisherdwarves ever get tired of dredging up dead fish...

255
DF General Discussion / Re: A Better name for Spherical Lands?
« on: January 06, 2009, 04:00:39 am »
Elemental Domains. Aligned Territory. Place of Sphereishness.

Pages: 1 ... 15 16 [17] 18 19 ... 119