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Messages - Warlord255

Pages: 1 ... 42 43 [44] 45 46 ... 179
646
DF Dwarf Mode Discussion / Re: Happy fun stuff.
« on: September 25, 2009, 10:14:30 am »
I conquered my first HFS recently. It was... surprisingly easy.

647
DF Suggestions / Re: Discussion: Liquid and Gasseous Enemies
« on: September 25, 2009, 10:12:02 am »
D&D uses a 'AoE damage only' for masses, which is flies as well gasseous entities.

For the 'uselessness' of this, I think the same system could be used for army ants and locusts as for air elementals and water elementals.



That's a spectacular point, actually!

Unfortunately, very few things in DF - if any - fall under the purview of area damage.

648
DF Suggestions / Re: Useful Nobles
« on: September 25, 2009, 10:10:49 am »
Dukes being military commanders or ex-soldiers would mesh nicely with the new training scheme.

649
DF Suggestions / Re: Music Plugin In Upcoming Release?
« on: September 25, 2009, 10:08:33 am »
But those have been repeatedly and expressly claimed as not being for the application, just for the talks.  (since they were submitted by a third party)

Anyway, the DF Raws way to do it would be to just have a directory with MP3s (or whatever) that get cycled through, with the normal DF music as the only default item.

Fiddlesticks.

650
DF Suggestions / Re: Music Plugin In Upcoming Release?
« on: September 25, 2009, 08:54:23 am »
I think we've been hearing snippets of new music in the DFtalk podcasts.

651
DF Suggestions / Re: Discussion: Liquid and Gasseous Enemies
« on: September 24, 2009, 11:18:30 pm »
Then maybe I should have been clearer in saying "Wait for the magic arc before throwing tags into the game."  The only reason I would support such a change is if such creatures were a must-have for the versions released before the magic arc, and even then, I'd like to have the new version to play around with to see if there is a better way.

The Magic Arc is very far away and deals exclusively with magic spells.

Anyhow we already got Materialmen and Semi-Liquids (Solid creatures with Gooey insides) and some of the other aggregates. Liquid and Gas creatures are a natural extension

This is true; however, in the case of Gasmen, it seems nearly impossible to defeat them except through magical or alchemical means, while a Liquidman with no solid bits could still be feasibly done with the mass-loss system.

652
DF Suggestions / Re: Caste change determined by personality.
« on: September 24, 2009, 11:14:19 pm »
I propose we remake or repurpose this thread for Caste Changes and Metamorphosis.

653
DF Suggestions / Re: Discussion: Liquid and Gasseous Enemies
« on: September 24, 2009, 09:40:23 pm »
Gas creatures should be skipped until magic or certain "alchemical" reactions are in; that's the only way I could see defeating a creature like that.

Edit: Not to say liquid or ooze creatures have to be out. Defeat via mass loss could be done: nonsolid creatures would be able to rearrange and reform themselves, so breaks and such would just be varying degrees of mass loss.

654
DF Dwarf Mode Discussion / Re: The most inspirational dwarf awards
« on: September 24, 2009, 07:08:06 pm »
Kib Thunderfist the Regenerating.

During a Goblin siege, he had his hip shattered when two Goblin Wrestlers set upon him. In response, he punched one clean across the small valley the fort's entrance was situated in, and beat the other to a bloody pulp. He then walked off as if nothing had happened.

655
DF Modding / Re: One question from a modding newbie (thoughts)
« on: September 24, 2009, 06:56:21 pm »
If it ain't in the raws, you can't mod it.

That said, the only thing regarding thoughts in the raws is *whether* a creature can be used to trigger an unhappy thought, like some vermin.

You can also change a given creature-species' tendancies towards certain personality traits, which would in turn affect thoughts.

656
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 24, 2009, 12:23:16 pm »
I noticed a while back there was something mentioned about a lot of the names for stones and such were sounding too science-fictiony.  Would it be too far fetched to change the names to something that fits in more with the lore or setting?  Take microcline, for instance.  If I were a dwarf and I discovered this strange blue stone I'd probably call it "sky-stone" or "carp-stone" or something(I know carp aren't blue but they are in game).  If someone wants to know what it's really called they can look at the description and it could say something like "This is sky-stone, less commonly known as microcline."  On an interesting side note, cobaltite or cobalt originated from the word "kobold".  Might be fun to bring it back to it's origins and just call it "kobold-stone" or something similar.

Give arrows Burn damage and make them from a bright red material and you're on the right track for lasers.

657
DF General Discussion / Re: Dwarf Fortress Talk #3: Topic Announcement
« on: September 24, 2009, 11:41:43 am »
While I voted for the topic of trades and crafts, I'm cool with this also.

658
DF Dwarf Mode Discussion / Return of the Insane Liason
« on: September 24, 2009, 08:44:21 am »
Having installed a light version of the Orc mod, I was forced to lock my dwarven caravan inside for a whole season and a half to protect them. As a result, almost everyone ended up going insane, with the Liason running around babbling.

He has returned to make trade agreements every year since then. Is this awesome? Y/N.

659
DF General Discussion / Re: How Stones/Gems/Ore/Metals look like
« on: September 24, 2009, 08:36:36 am »
I'm tempted to start cataloging what rock types are in my local biome and collecting small samples I can put on a keychain.

If Toady ever makes a game with chemistry or something as a core gameplay mechanic, he might accidentally breed the next generation of scientists.

660
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 24, 2009, 08:31:17 am »
I cant wait untill next release

btw, when thinking of custom workshops? would it be possible to make a workshops that doesnt need any material for a work to get done, doesnt produce anything, doesnt give any experience, expect from raising strenght?

aka: is it possible to make a gym?

Wait, doesn't give any experience? ???

Well, pumping is the GYM of the DWARVES, of course. Pumping solid tile? AYE AYE BOS'!

Well, it might be that if a workshop can be tied to a specific attribute - as Pumps are to the broadly applied Strength right now - you could tie workshops to other attributes, like a "dwarven Cycling machine" for running speed.

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