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Messages - scribbler

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31
Well, duh. It's not like they can trade for food.

Wasn't there a story in here somewhere?

32
The siege fires are really magic circles casting an FPS spell, they fight dirty as they have more patience and better time sense in their world than you.
But seriously...
Take beer, boil it in beer, add some beer and bake some beer. Chop the baked beer and marinate it in beer then add to the reduced beer.

...

Serve with beer.  ;D

33
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 19, 2009, 10:22:17 am »
Hmm, now that there's going to be more messages and filtering (hopefully with zoom/pause options for everything) maybe they can be streamed to a side panel. It might be useful to get a running commentary on what's going on. Kind of your own personal DF novel.

Streamed:
McOne and McTwo have become romantically involved.
McLazy has stopped making beds, again, because he wants yet another drink, but not from the keg in his workshop.
The iron stores are down to ten.
McQuick has finished a sword. Her smith queue is empty.


Logged:
Shale 492, Mayor McCheese
Food stocks are sufficient for more than a winter, ore stocks are dropping low. McOne and McTwo have become romantically involved. The klingons have entered the neutral zone.


Or both, stream brief messages and log them for reference/posterity. I've always found making repetitive or random messages interesting to be a fun challenge.

I see all sorts of evil options for people to provide various filters/RAW files for arranging their logs (can you say Boatmurdered). Interesting message streams/logs could be a new player challenge... heavy modding might be a bit much, although the logs could be parsed elsewhere (like a Perl routine) then the perspective could even be changed by an ambitious user... I'll stop now. :)

Jamini might keep up on Ulogeshud... (We need a gen option to stop when the dwarves run out and generate refugees.)

34
Oh, fiddlesticks. ^.^ Well, it'll be a very far-flung future project post-Legendary Mechanic ^.^ Assuming little Linakesh doesn't pick up a pacifistic streak and start developing things to protect the elven merchants against drowning and other murder methods. *chuckles*

Anyway, been following along, and glad it's still going strong ^.^
Maybe you could rig something with pressure plates to block or disconnect the depot lever when there's someone inside. Bonus RP points if it hooks up to a complicated trap so it only works when the depot's empty and jams the doors when it's occupied.

35
DF Suggestions / Re: Vitamins!
« on: December 14, 2008, 12:07:09 am »
The term vitamins can be anything, in fact it doesn't even need to be used outside of the raws. Documentation would just note that a varied diet is necessary to continual health.
The raws would call call them vitamins and have a list for each food stuff (RAW:AFGK BREW:FGJ COOK:AFGK) and the entities have a list of what they need (HEALTHY:ABCDFGHJK FULL_SPEED:ACDFGHK NOT_FAINTING:ABCDHJ). These two lists use the convenient alphabet notation that mocks real nutrition with a basic bit flag technique isn't really necessary to know since unless you make nothing but beer biscuits you're likely to be fine.
I had been looking at forts where nothing but plump helmets were being grown by people who thought it was too easy. Well, it adds a little depth there and doesn't make the early development harder on new and casual players.
Oh, and it could be modded to make elves need to eat sentients and zombies need brains.

36
DF Suggestions / Vitamins!
« on: December 13, 2008, 04:56:18 pm »
Let different foods have different vitamins, say a-k. Dwarves would get their vitamins replenished every time they ate and diminished over time. A dwarf eating only one type of food would eventually get sick.
Bonus points if preparation can destroy certain nutrients. "You can't live on wine wafers. Plump helmets loose vitamin j when you brew them!"

37
DF Suggestions / Re: Progressive Child Aging; Making Children Useful
« on: December 13, 2008, 04:20:42 pm »
What if children could automatically work in the family business? Depending on the civ's ethics, children automatically take on appropriate tasks of their parent's jobs or, if there aren't any or there are too many children, they can work with friends, or in an extreme even be fostered by a dwarf of a higher station.

38
DF Suggestions / Re: Simple bloat: display items in lists
« on: December 13, 2008, 12:40:31 am »
And Urist "Hey, everybody! Stop what you're doing, I found gabbro! And now I'm going to run up 12 levels, half way across the map and back down so I can dig it out from the north! Only I'm not going to finish because I suddenly need to take off all my clothes, put on six pairs of mismatched socks and jump in a carp infested lake because someone else is using the keg right now." McMiner does?

39
And they made a very satisfying thump.

40
DF Gameplay Questions / Re: Dwarf Power Plants?
« on: December 11, 2008, 11:18:26 pm »
Have you seen the movie where Markavian pumps out the ocean and builds walls?
http://mkv25.net/dfma/movie-301-underwaterwalling

41
DF Suggestions / Re: Trees and Tree Management
« on: December 11, 2008, 09:43:05 pm »
I still think making tower caps farmable would be a mistake.
I don't know how they commercially grow mushrooms now, much less 1000 years ago. But this is Dwarf Fortress and I could see environmental controls affecting the growth of a Tower Cap farm. Right now you only need to wet the floor. What if you had to keep wetting the floor over time? Or carry down enough dirt to make a proper field, maybe they only get to plump helmet size without it, good for charcoal but not much else...

42
DF Gameplay Questions / Re: Dwarf Power Plants?
« on: December 11, 2008, 09:38:47 pm »
Scribbler makes a good point though, technically we can do this and much more wit a bit of excessive engineering.
I'm waiting for someone to teach their fortress tic-tac-toe still. I figured out basic 2 and 4 bit displays but I'm too lazy to do the cpu. %}

43
DF Suggestions / Re: Simple bloat: display items in lists
« on: December 11, 2008, 09:35:21 pm »
I'm good as long as things don't get freaky ... making elf hair shirts and stuff.

How's that freaky? Animal hair is a perfectly normal material for making cloth - wool, angora, etc.

Whoah, did you just imply that elves are animals?

Are you implying they are vegetables or minerals?
I'll step into this pyramid, and say, he is implying 'them' as an economic source.
I was thinking more of the way Nazi's made lampshades from human skin. Given that butchering traders is status quo for some...

44
DF Modding / Re: world map graphics
« on: December 11, 2008, 09:31:51 pm »
I can read most of it, and I'll figure out the magma and stuff I turned on in time.
As for the walls, I was thinking, since a lot of people spend a good deal of time digging for the perfect site, that after embarking just save out and swap the sets back to the play graphics.

45
I think we're getting sidetracked here. Rikkar has mandated...a comfy chair!

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