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Messages - MagicJuggler

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136
DF General Discussion / Re: the pure dwarfness
« on: November 12, 2008, 08:46:58 am »
Going back to the Dwarf Fortress Meets Xcom analogy:

If you thought a Goblin Thief was annoying, wait until a Chryssalid starts infecting your fortress!

137
Personally, I find the top-down view works. Isometric would be nice but isn't necessary. I would like to see some animation at the least so we know which way our Dwarfs are headed. I think a good minimum for DF graphics would be the SNES Final Fantasy 4, 6 if you're feeling cocky.

138
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: November 11, 2008, 05:22:42 pm »
The chinese had access to the piston rod as well, and it could be another technology useful for building stuff.

139
Forum Games and Roleplaying / Re: Dwarf Fortress IRC game;
« on: November 11, 2008, 03:44:41 pm »
Bumping...so several changes were made again, including the allowing of Elf or Human characters for the awesome of it all. The players are still assembling so it's not too late to join!

140
DF General Discussion / Re: Life imitating Dwarf Fortress
« on: November 11, 2008, 12:05:11 pm »
They should've built more cage traps

141
DF Suggestions / Re: More Dangerous HFS [Spoilers]
« on: November 11, 2008, 10:46:00 am »
Their pits are not completely surrounded by adamantine, correct? Because if they didn't have super-digging ability, one could seal them off with magma, or even ice.

142
DF Gameplay Questions / Re: Crossbow traps
« on: November 11, 2008, 09:00:05 am »
Yer gonna have to wait for another build. I myself wish for the day that weapontraps and siege engines become lever/pressure plate linkable so I can build the autofiring corridor of doom.

143
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 09:46:34 pm »
The trick to that would be getting all those spiders into the same spot though... imagine the silk if you could.

Easy...you set up an x-sided polygon, with stairs and door in the center, and surround it with separate cells for each spider. When you need silk, pull the lever, watch the spiders fire away. Then you seal up the spiders so they can't web you, then collect the silk.

144
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 08:46:43 pm »
Capture the spiders, and use them as a silk factory. ^_^

Long ago I planned that, but my work fell through when I discovered they can't be bread >.<

O.o I just thought of some cool modding someone could do, giant cave spiders give birth to 5-10 cave spiders, cave spiders grow into giant cave spiders after 200 years or so.

Yuo don't have to breed them. You simply need to set up a good cage trap for them. Then you place the cage above a 1-story drop and bridge, and close the bridge on the spider. The spider is surrounded by bars, from which it can shoot webs, and floodgates which close up so dwarves can move in to collect the webs. You dangle a puppy inside and collect the webs.

145
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 07:06:46 pm »
Capture the spiders, and use them as a silk factory. ^_^

146
DF Dwarf Mode Discussion / Re: Turning a natural cave into a fort
« on: November 10, 2008, 07:01:57 pm »
And can you train inhabitants? If so, early dragon foo!

147
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 10, 2008, 04:47:49 pm »
I think I might have a solution to the clothing dilemma.

An idea could be for a job to be to add a new profession called "Tailor" which would allow one to get a Dwarf's or other character's dimensions (who is "designated for measurement") and the better the skill of the tailor, the quicker a fit will be made. From there, you can create a clothing/armor but rather than setting it by size, you set it by Dwarf (and you have the option to hide Dwarfs you don't want to make clothing for beforehand...e.g. that Champion who already has full plate doesn't need more). Clothing types would have a spectrum of low-high fitting, and the closer the clothing type's median is to the Dwarf's dimensions, the better the fit and the snugger the Dwarf (or other creature) feels.  :)

148
DF Gameplay Questions / Re: Extinction: it's a serious topic
« on: November 10, 2008, 12:55:22 pm »
megabeast reproduction

Anyone else see that becoming a major (though awesome) problem?

I for one cannot wait to make war on entire clans of hill giants.

Pity about the current extinction thing.  It made my zombie survival nano-fortress much less harrowing after too short a while.  Glad to hear it'll change.

Forget warring on megabeasts. I want a Dragon breeding pen for my royal cavalry!

149
DF Modding / Re: Favourite Minor Tweaks
« on: November 10, 2008, 10:56:44 am »
Aside from creating a Grasping mouth for cats so they can carry vermin around...hmm, I like adding the [SOIL_SAND] tag to loamy sand and sandy loam. Much awesomeness.

150
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 09, 2008, 08:13:19 pm »
Eventually, but the Combat Arc is more likely for that.
Quote from: MagicJuggler
While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?
*Looks and notices no reply to his quote...was this an error?

Ah, yeah, I missed it among the many blocks, even though or perhaps because it was first.  My general attitude...  there are a couple things I guess.  Once sieges are up for improvement in the army arc, I'm probably going to tackle things like siege towers, which are multi-tile, multi-level constructions that can move across the map while containing critters and items (much like boats would be), and that also opens up some more thought along the lines of improved traps and all that.  There's also a dev item on generalized workshops, which I haven't fleshed out really, about allowing more types of jobs to take place at say, a table with some tools, and then allow specialization with more equipment, perhaps homogenizing this with the notion of rooms and stockpiles and activity zones and so on under one sensible umbrella.  Nothing finalized though.

Boats and siege towers...how would the two interact? E.g. you would not be capable of building a tower on top of a boat, right? And will there be some degree of customization among these towers? After all, there was a wide amount of variance in siege towers, some being either horse-drawn or powered by people turning a wheel on the inside, some being used for boarding, and some simply being used as mobile catapult platforms...

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