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Messages - MagicJuggler

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271
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 20, 2008, 11:15:51 pm »
Gurps did that as well. You had broad skills like Science! that were ranked very hard and from there you could buy more specialized skills at easier levels defaulting to the broad skill minus a certain level. And you could buy maneuvers at reduced cost to the skill, so Fleche would be a maneuver under fencing, etc.

272
DF Suggestions / Re: A world without arbitrary mandates
« on: October 20, 2008, 11:11:54 pm »
Alternatively, the mandates could...make sense.

E.g. "The Winterfeast of Urist McClaus is upon us. The Lords and Ladies have demanded a scrumptious feast of Lamprey Pie and Sunberry Wine as an appetizer, with Fresh Beef served with Plump Helmet Gravy as the main course, and Dwarven Syrup Cake for Dessert"

Or "the Fashion Ball is upon us and the Queen is quite vain. The peasants are starving but there's leftover Dwarven Syrup Cake so let them eat cake. In the meantime, she mandates a Green-dyed Giant Cave Spider Silk dress embroidered with an image of the peace made with the Elf Kingdom to the disagreement of most the good honest Dwarves, and a gold tiara studded with sapphires...and Crystal Glass Slippers...wait, what are you doing with that guillotine? AAAAHHH!"

273
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 20, 2008, 10:55:27 pm »
Wait, what?  Is magic in the combat arc?  Is there a typo somewhere?

Well, worlds can have magic in all sorts of different ways, and my main thing there is going to be world gen parameters.  The ability for martial arts to have a magical component is certainly not unheard of, and so would often occur, but I don't really plan on having a stock notion in the raws of magic (aside from current and future abilities for certain creatures, which we've already got and will likely continue on in that way).

Martial arts are the sort of things I'd randomize each time (as with magical arts) in my own worlds and the vanilla game, but I'd be open to allow raws for them as I'm sure people have their favorites and stuff they'd like in their modded worlds.

I misread; it said that the non-magicish parts. The non really makes a difference. So no typo. Perhaps Magic should be given its own arc just for setting up the basic system, and the other arcs work on how to properly interact with it. (E.g. magic and the Caravan Arc; casing some form of weight-reduction on stone blocks to reduce their weight, thus increasing the maximum wagon load/other strategic uses of magic)...

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?

274
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 20, 2008, 10:43:09 pm »
Out of curiosity, why is Magic in the combat arc? Is it because magic will solely be used for direct effects such as fireballs/etc. rather than for long-term ritual purpose (e.g. raindance/etc)

275
DF Dwarf Mode Discussion / Re: Wrestlers are too sexy for EVERYTHING
« on: October 20, 2008, 10:41:37 pm »
They are from Japan, but there are no tentacles. Just you fondling unconcious girls, and doing other perverted things to them.

276
DF General Discussion / Re: Sketch thread!
« on: October 20, 2008, 10:29:12 pm »
THE HORROR OF IT ALL...

Do a Thermonuclear Catsplosion!

277
DF Dwarf Mode Discussion / Re: Wrestlers are too sexy for EVERYTHING
« on: October 20, 2008, 10:19:49 pm »
You know the scary thing is that Battle Raper and Battle Raper 2: The game are actual games. They both suck of course.

278
DF Dwarf Mode Discussion / Re: Builds - Your choice?
« on: October 20, 2008, 10:19:12 pm »
I have a relatively entertaining setup.

Administrator: Novice Judge of Intent/Novice Organizer/Novice Bookkeeper/Novice Appraiser/Competent Mechanic/Competent Building Designer
Stoneman: Proficient Miner/Proficient Mason
Glasssmith: Proficient Glassworker/Proficient Wood Burner
Naturalist: Proficient Farmer/Proficient Carpenter
Ranger: Ambusher/Proficient Woodcutter/Competent Axedwarf
Cook: Ambusher/Marksdwarf/Competent Cook/Competent Brewer
Warsmith: Proficient Weaponsmith/Proficient Leatherworker

The Warsmith makes weapons and basic armor for troops, as well as other objects such as quivers and bags. The cook ended up pulling mining duty, though he makes it a point to keep the fortress well-fed. The naturalist builds beds/chairs/etc, taking intermittent breaks to plant. The glasssmith is set for making clear glass, and the Stonemason mines stone for making stone furniture. The administrator either updates stock records, trades, or helps design buildings.

279
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 20, 2008, 10:12:02 pm »
Musicality is an intrinsic understanding of those sorts of things.  There will be several skills when the time comes (particular instruments, categories of instruments, singing, rhythm [which could also come up with dancing], etc.).  Enough of what I read suggested that it deserved its own spot, but of course there are going to be issues.  I'd personally be all for splitting up analytical ability into a few more, as the current setup doesn't account for all the mathematicians I've met, but any system is going to have splits and joins that don't cover everything or cover too much.

Out of curiosity, will we be able to hook up percussion cams to a waterflow, that we can create programmable hydropowered instruments (Similar to in the Book of Ingenious Devices?)

280
DF Bug Reports / Re: [40b] Encrusting large gems with gems
« on: October 20, 2008, 10:09:07 pm »
Yo, my bling has on it...more bling! Word!

281
DF Dwarf Mode Discussion / Re: Wrestlers are too sexy for EVERYTHING
« on: October 20, 2008, 10:07:13 pm »
And a sequel to Battle Raper: Dwarf Edition called Battle Raper 2: Dwarf Edition: The Game.

282
DF Gameplay Questions / Execution Chamber Questions
« on: October 20, 2008, 10:06:35 pm »
Hello. Today I have several questions related to the execution of prisoners and stuff.

1: Can a prisoner walk ON its restraint or only within the 1-tile radius?
2: How does distance work with the 1 tile radius? Is it a cube (e.g. can be within 1 x tile and 1 z tile), or is it like a cube with the 4 corners cut off?
3: Assuming 1 works, what would happen to a prisoner when a chain was next to a retracting bridge and the bridge were removed? Would the prisoner fall or be suspended in air? The idea is to have prisoners hang like the scum they are.

283
DF Dwarf Mode Discussion / Re: Wrestlers are too sexy for EVERYTHING
« on: October 20, 2008, 10:01:58 pm »
At this rate, Toady should cancel Dwarf Fortress and make Battle Raper: Dwarf Edition  ;D

/endsarcasm

284
DF Community Games & Stories / Re: Rulroth: The Submerged Domain
« on: October 20, 2008, 09:35:38 pm »
Minor Update:

The 26th of Slate was when it all changed. In mining out the sandstone underneath the beach for the well and mechanism construction, the miners were fortunate to find a vein of Bauxite. This would make channelling the Magma an easier task.



Aside from this revelation, life went on as normal on the Rage of Weasels. The final set of dining hall tables was crafted, leaving Zom free to craft cages for capturing a breeding pair of elephants. Sodel meanwhile did whatever she could to directly help set up shore, figuring updating stock records a task of minor importance for the time being; between caging vermin that were plaguing the food supplies, or helping mine, she did her best to lead by example.


285
DF Suggestions / Re: Steampunkification!
« on: October 20, 2008, 07:25:59 pm »
These are toady dwarves, psycho cat-eaters that would make Weird Al consider rewriting Cats in the Kettle to use Dwarves instead of Chinese takeout.

That's not Weird Al.

You're right...it's Bob Rivers...oops

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