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Messages - Ghoulz

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1
Under your system, would it be possible to embrace the teachings of Urist McLenin and simply abolish the class system (or more realistically, the upper classes) through means that are more complex than simply throwing them all into a pit of magma? Perhaps enabling a revolution to happen, which could lead to both positive (no more annoying nobles) and negative (failing infrastructure) effects.

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DF Adventure Mode Discussion / Re: Your first kill of DF2010
« on: April 02, 2010, 07:05:41 pm »
What have I done?



And yes, this was my very first kill. Although before you call me a sadist, take a look at this:



See? I was just roleplaying...

3
I'd be fun to watch the dwarves in a court room setting, but it would stop them from working which depending on how you play could be pretty bad.

There is no time for work while the guilty are not behind bars!

4
DF Suggestions / Re: companies
« on: September 26, 2009, 10:41:17 pm »
I'm not sure if that fits into the era in which the game takes place.

5
DF Gameplay Questions / Updated criminal status
« on: September 25, 2009, 01:48:14 am »
I noticed that there is a item on the patch list called "update criminal status", and it is currently greened out. Did Toady make any mention of what exactly the update is? I haven't seen anything about it in the dev logs.

My inner scoundrel is excited.

6
DF Suggestions / Re: Creature Naming
« on: September 23, 2009, 02:51:41 am »
A ratman, a combination of a rat and a man.

I see no problem.

7
DF Suggestions / Re: Screw pumps and other races
« on: September 19, 2009, 03:29:27 pm »
'K'ombat. :D

Also: humans are primitives who never learned to move off the plains. They... live aboveground. It makes sense that they don't have the tech to pump water.

And yet they can become mechanics and build windmills and such..

However, wouldn't this problem cross over to any custom race? No gruesome traps equals no pumping water..

8
DF Suggestions / Re: Religion
« on: September 19, 2009, 02:41:28 am »
It would be interesting to see how different cultures view the real gods. Each culture could have a different outlook on them.

For instance:

Urist McGod is a real god. He has dominion over food and alcohol. He has a son who has dominion over potashes.

Human civilization #1 might call him Oorist McDiety and think he wears a kilt. They don't know that their potash god is his son.

Human civilization #2 might call him Yewrist MacOmnipotent and view him as a fat woman wearing a dress. They think of him as a lesser god, and worship his son much more fervently.

Dwarf civilization #1 might call him by his real name and picture him being a dwarf wearing adamantium armor. They don't believe in the potash god.

All three civilizations are now at odds with each other and conflict is more likely to erupt between them, due to their different interpretations of their god.

9
DF Suggestions / Re: Trade guilds (economy suggestion)
« on: September 18, 2009, 07:07:06 pm »
I'm not talking about whether or not its possible with the current system, I'm talking about whether or not its game-ruining.

10
DF Suggestions / Re: Trade guilds (economy suggestion)
« on: September 17, 2009, 09:03:26 pm »
The player's interaction would be relegated to maintaining the army and doing irresponsible things (i.e. raising the taxes and using the money to pay workers to build a giant statue of the leader, or build him a giant water park using screw pumps).

Unless the game would allow you to take control of a citizen once the fortress' system becomes very self sustaining, allowing you to experience the day to day life and try to make it big in a fortress that you created (essentially a fantasy version of The Sims). Unfortunately this could all get in the way of maintaining a proper military, and it would be too much for the game to maintain your army in addition to everything else.

11
DF Suggestions / Screw pumps and other races
« on: September 17, 2009, 08:36:15 pm »
I made a human settlement and realized that I couldn't make a screw pump due to the fact that humans can't build enormous corkscrews.

I looked in the raws and noticed this bit of code under the dwarf entity:

[trAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]

So, the reason humans can't build enormous corkscrews is because they don't want to use them in their traps (I suppose elaborate/gruesome traps aren't their thing). However this also means they can't build giant corkscrews period, removing their ability to pump water.

This means that any race (custom or not) that doesn't want to use super-deadly traps is also unable to pump water. This doesn't really make sense to me. A race that is able to engineer things (like humans) should be able to build giant corkscrews, just not be allowed to use them in traps if such is specified.

12
DF Suggestions / Re: Adventurer sensitive Adventure Plots
« on: September 14, 2009, 08:16:24 pm »
I don't know if you've noticed, but real life is boring, and it's one of the staples of heroic fiction that interesting things happen to people who're at the center of a story.  A straight up reality simulator isn't going to cut it

This is what I was directly referring to.

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DF Suggestions / Re: Adventurer sensitive Adventure Plots
« on: September 14, 2009, 07:56:23 pm »
I don't know if you've noticed, but real life is boring, and it's one of the staples of heroic fiction that interesting things happen to people who're at the center of a story.  A straight up reality simulator isn't going to cut it

You go into a forum meant for suggestions.

The only person who actually implements suggestions.. or anything for that matter is a man named Tarn Adams.

Tarn Adams has opposite views of you.

You still won't give up.

Zero profit.

14
DF Suggestions / Re: Adventurer sensitive Adventure Plots
« on: September 14, 2009, 12:43:54 am »
Hey look. Its a game called Dwarf Fortress which, unlike all other RPG games, seems to revolve around realism.

I'm going to do everything I can to make sure it turns into a standard RPG game. Once I find a game I stick to it, even if it is completely out of my ballpark and I probably shouldn't be playing it in the first place.

15
DF Suggestions / Re: Boiler power and desalinization
« on: September 13, 2009, 10:03:00 pm »
Perhaps if your mechanic reaches a very high amount of skill he decides to experiment with new power sources?

Has a nice mad scientist feel to it.

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