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Messages - MC Dirty

Pages: 1 ... 91 92 [93] 94
1381
DF Dwarf Mode Discussion / Re: Mandates adamantium items???
« on: September 20, 2008, 03:16:20 pm »
So... not having a sheriff makes your hammerer not hammer dwarves?
Yep, that's right. The hammerer only goes Hammer-Time when your guards didn't do justice or what they think it is. If there are no guards, there is no not-serving-up-justice and your hammerer doesn't do shit.

1382
DF Dwarf Mode Discussion / Re: hahaha waht
« on: September 20, 2008, 03:12:29 pm »
You want the ULTIMATE FORM of the fluffy wambler? Add this to one of your creature raw files and gen a new world.

Code: [Select]
code stuff
:o
Do you know what you created there? And it's a freakin' MEGABEAST! O.O It will mess up the whole history!
I can nearly imagine the vast mountains with a single fluffy thingy chewing thoughtfully on !!Urist McDwarf's right lower leg!!.

1383
DF Dwarf Mode Discussion / Re: Do magma pipes refill?
« on: September 20, 2008, 03:04:53 pm »
My current map was quite gold heavy so now i intend to construct a golden tower starting at 3z from the bottom. i will probably carve away about 4-5 levels on the top of the mountain to make it an even surface.
Even surfaces are for elves. Building into the mountain is civilization!
Well, at least dwarven civilization.

1384
DF Suggestions / Re: Swap the tree density of marshes & forests
« on: September 20, 2008, 03:00:44 pm »
Marshes and swamps could be made to have an "aquifer" in the first z-level or so of dirt.  Digging into the ground creates a new murky pool.
Totally signed! It would make these kinds of maps much harder (nearly impossible?), but who would dare to dig in a swamp? ;D
Well, dwarves, obviously... But, as we all know:
Losing is fun!

1385
DF Suggestions / Re: Uses for Water: Farms and Soap
« on: September 20, 2008, 02:52:44 pm »
I really like the idea of more complex farming and the need to irrigate your farm. Maybe, you'd get an announcement when one of your farm plots needs water and it zooms to this plot automatically. This would be really handy because one might not look at the date very often and it would decrease the chance of having a large fortress starving because your plants died.
But I'm absolutely against the idea that too much water destroys your plants. I had a fortress with more than 100 dwarves and they needed more than half a minute to pull the damn lever! The gobbos got in, but they weren't a big threat. But imagine your farm plot filling up with water and you want to stop the water flowing and dozens and dozens of dwarves walk past the lever not pulling it, hereby destroying your whole farm!
Not good, man, not good...

About bathing: YES! I imagine that your dwarves will prefer a bath (which you place over open space with water below as an activity zone), but if there isn't a bath, they'll try bathing in a river, a lake or something. If there's carp, that's too bad. It's just like with drinking and wells. These baths would be public baths, but some (or most?) nobles would require an own bath tub which they fill with water from a bucket. Of course, you could also place tubs in the quarters of non-noble dwarves and bathing in a tub will generate a more happy thought than bathing in a public bath. Dwarves prefere their own tub if they have one, but public baths would also train your dwarves in social skills.
And soap would not be necessary, but it will generate an even happier thought and washing off dirt, vomit and stuff like that works faster with soap. It would be convenient if you could allow or forbid certain tubs to use soap, so that your civilians don't use the soap made for the nobles. Or vice-versa, if you like. ^^ I don't know how you could change this preferences for a public bath because activity zones don't have preferences, but there's maybe a way around it.

1386
DF Adventure Mode Discussion / Re: HOLY ARMOK
« on: September 20, 2008, 02:05:13 pm »
STOP YELLING AT US TO STOP YELLING!! :D

1387
DF Dwarf Mode Discussion / Re: Mandates adamantium items???
« on: September 20, 2008, 12:48:40 pm »
If you just forbid his hammer, wouldn't he still be carrying it?

1388
DF Dwarf Mode Discussion / Re: Mandates adamantium items???
« on: September 20, 2008, 12:34:17 pm »
Adamantium preference is more deadly for nobles than a !!*Steel bolt*!! to the face.
This is Instant Signature Material™ right there!
My mayor mandates bismuth items. The hell is bismuth? I don't have any. But I can't just kill him, he is actually a very useful and important citizen.

1389
I have no idea, I haven't even played it. :D
But from what I read here in the forums, they are active and will work on your adventurer.

I'm sure, we would need an interesting seed with many underground rivers, magma, chasms and the like. More danger = more losing = more fun!

1390
More quest variety.
Definitely
more quest variety.

About the magic: I can imagine using a wizard to create water in a pool. It would be a designation. Or you could let water vanish magically. And military wizarddwarves who can throw fireballs, lightning or something like that.
I just wonder if magic will be learnable or not. I prefer the latter because an army of wizarddwarves just doesn't seem to be right in DF. Maybe, one out of 30 dwarves can even learn magic. And you would get a special announcement if a wizarddwarf is born or comes as an immigrant. Just some random ideas. ^^

BTW: I have an idea on how to make adventure mode more interesting. How about creating a world especially for adventure mode? Not just the world generation, but a combined effort to make it more interesting.
My plan is: Someone makes a thread where we search some people who want to build a fortress, a ruin, a cave or something like that for adventure mode. The more, the better. The first one gets the save and when he or she's done, it gets passed on and on.
The fortresses should not become too populated, so that it's not just another city. They should be interesting, maybe deadly and dwarf-less. I don't know if your dwarves stay in their fortress after abandoning it and going back to it in adventure mode, but you could just kill them.
We don't have to fill the entire world. Maybe just a small, but interesting part of it.
How do you like this idea?

1391
DF Dwarf Mode Discussion / Re: The most epic battle ever witnessed...
« on: September 20, 2008, 10:31:37 am »
Profit indeed! This is my plan for the barracks and the watchtowers, too. Under the watchtowers, there are weapon, armor and ammo stockpiles and adjacent to the stockpiles, there are the barracks and maybe a food stockpile. I don't want my marksdwarves to run around hauling food when I've got an ambush at the front door.

1392
DF Dwarf Mode Discussion / Re: Pressure Plates
« on: September 19, 2008, 03:34:03 pm »
Increase your framerate.  :P

No, seriously, I don't think it's possible to make it go faster...

1393
DF Modding / Re: New World: Beastiary project
« on: September 16, 2008, 06:13:57 pm »
Well, I don't think it should spawn in a river. That wouldn't make much sense. But you could catch one and throw it into a river.
Would the creature walk on the bottom and survive? That would be kind of cool. ;D If it's possible, you could theoretically make a crab and let it walk on the bottom of oceans and such. I know that crabs breathe, but I don't want them to drown immediately.
Just a random idea, not really fitting for this thread. I just wondered. ^^

1394
DF Modding / Re: New World: Beastiary project
« on: September 16, 2008, 05:32:48 pm »
Well, 700 is elf speed. I guess the osangs would be faster than an untrained elf.
According to Boksi's raws they're nearly extinct. The surviving ones should know how to run! ;D

1395
DF Modding / Re: New World: Beastiary project
« on: September 16, 2008, 05:22:00 pm »
Hmm, why is there the [SPEED] tag missing? Or is it unnecessary? What is the creature's speed if it doesn't have this tag?

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