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Messages - Gezol

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1
DF Announcements / Re: Dwarf Fortress 0.21.105.21a Released
« on: September 25, 2006, 08:05:00 pm »
Looking forward to trying this. Say, shouldn't the version number have gone up, since you took care of the multiple-plants-make-one-thread bug, and that was Req119?

I'm glad that particular bug's been fixed, in any case. It was pretty annoying...


2
DF Announcements / Re: Kobold Quest 1.01 Released
« on: September 13, 2006, 10:02:00 pm »
On the witchdoctor thing- yes, it was 1.01. Good to know that's been fixed.

If any new features are added to the game, I'd say the most important addition would be making the professions have an effect. It probably could be done without making the game too much more complicated. For the adventurers, mages could fire magic projectiles at the kobolds(which could basically work like thrown bugs, in reverse), thieves would have a chance to move over covered pits without activating them and might be able to move closer to the kobolds before they became visible, clerics might sometimes be able to cancel the effects of poison and save their lives, and fighters... I'm not sure what fighters would get, actually. Reduced chance of being poisoned by bugs, thanks to their armor and general toughness, maybe?

For the kobolds- The chieftain/warlord profession branch might be tough enough to occasionally survive getting hit by adventurers, and the shaman branch... I don't know, maybe they could summon a bug to them without having to find one and pick it up.

On getting more kobolds- I guess D&D canon these days is that kobolds lay eggs, which might be one possibility for making more of them. There could be an extra level of strategy in trying to protect the eggs which might be fun. Adventurers could have appropriately obnoxious lines if they reached them. ("MMM! GUESS I'LL MAKE ME AN OMELETTE!")
The problem with all of this, of course, is that eggs have to come from somewhere. That would mean that you'd have to do sound effects for kobold sex, and I don't think anyone wants to imagine that. Maybe they can just get migrants if you succeed in killing enough adventurers.


3
DF Announcements / Re: Kobold Quest 1.01 Released
« on: September 11, 2006, 03:56:00 pm »
I don't know about having the kobolds steal kids- I sort of like the complete reversal of the traditional good guy/bad guy roles in the game, where the kobolds are plucky underdogs fighting for their survival and the adventurers are arrogant dicks out to commit genocide on the kobolds just because they're lowly. I think it actually makes it more amusing in a way to make the kobolds seem like complete innocents, but that might be just me...

Incidentally, I got a 300 XP kobold warlord at one point, but I couldn't get the shaman types to advance beyond a 125 XP witchdoctor, though I don't know if that's a bug or if you just have to kill an experienced adventurer to get the last level.

[ September 11, 2006: Message edited by: Gezol ]


4
DF Announcements / Re: Kobold Quest 1.01 Released
« on: September 10, 2006, 04:28:00 pm »
This game rules. I don't know if you're planning to work on it more, but there's a lot of potential here for additional features- I imagine you could do some fun stuff with the different professions kobolds and adventurers develop, for example.

Good job with the voices, by the way- the kobolds sound just like you would expect kobolds to sound, and the adventurers sound appropriately dickish. "I JUST KILLED YA!" Makes it quite satisfying to take one out...

Aside from the duplicate adventurers bug, the only other issue I ran into is that you can use the mouse cursor to reveal unseen adventurers- their names show up at the bottom if you place the cursor over a square with an adventurer, even if the kobolds don't see them. That seems like something that's not supposed to happen...


5
Life Advice / Re: HELP!!! A song is stuck in my head!!!
« on: February 02, 2007, 07:19:00 pm »
I have no idea what the song is, I'm afraid, but you might try asking here- you probably have a much better chance of finding someone who knows what it is over there.

Good luck finding it out- I'm curious too, now that it's stuck in my head...


6
Other Games / Re: Spore
« on: June 11, 2006, 04:26:00 pm »
No, it's true. Okay, so I might be making excuses like this even if I actually did have that stuff, but it really is. They were all written on old computers I no longer have, and I was pretty haphazard about backing stuff up. And I never printed anything, because I never finished anything.

I probably would post stuff from the Starflight novel if it still existed, though. I think the plan was just to do a straight novelization of Starflight 2. My 13-year-old fanboy self felt that there was no improving on perfection. And the hero was a Thrynn, because lizardmen r00l. That can not be emphasized enough. He had a "hilarious" rivalry with a Veloxi crewman. I think there might not have been any human crewmembers at all, come to think of it. Aliens were cooler. It was going to be really epic. I was planning to somehow get it published as the official novelization. I think it wasn't too much worse than a lot of those novelizations are, anyway...


7
Other Games / Re: Spore
« on: June 08, 2006, 08:32:00 pm »
You know though, as far as embarrassing attempts at fiction written by teenagers go, that excerpt was much better than the Eye of Argon. I'd say it was at least slightly superior to my own attempts at that age. It at least gets credit for being original. I was writing RPG fanfic back then. I still live with the shame.

Oh, and before that, there was the Starflight novel I tried to write when I was about twelve or thirteen. The less said about that the better, really. I think the hero was a Thrynn, because lizardmen r00l.

(No, I'm not sharing any of these things. All are long lost. Which is a good thing for all of us.)


8
Other Games / Re: Spore
« on: June 07, 2006, 08:49:00 pm »
Ah, yes. Jim Theis, the legendary standard by which all bad fantasy is judged. I introduced his work to the Bay 12 IRC channel a while back, and I guess now that Toad has mentioned it, the time has come to introduce this unique author to the boards, as well. Behold his masterwork:

The Eye of Argon

I guess the Eye of Argon is kind of what happens when you're 16 years old and trying to write like Robert E. Howard without really knowing what most of the words you're using mean. If you're an aspiring writer, chances are you'll end up feeling a lot better about your own work after reading it...


9
Curses / Re: The good old days
« on: November 03, 2005, 02:16:00 am »
Corin 2, huh? Looking forward to that one. Is it the same type of game as the first one, or is it different? I actually thought a Corin RPG would be pretty cool when I played it. A roguelike, or even something like Bard's Tale or Wizardry...

Fantasy Slaughter 2? Was there a Fantasy Slaughter 1? Regardless, I think I'm looking forward to this one, too. The title intrigues me. As does that of No More Stumpy-Wumples...

You've mentioned Little Lord Animals before, but I don't think you've said anything about what it's like. I get the impression from the title that it's probably a pretty twisted game, though, which is usually a plus...

Anyway, thanks for the reply!


10
Curses / Re: The good old days
« on: November 02, 2005, 09:48:00 pm »
Okay, this thread is ancient, but I'm reviving it because I was asking Toad on IRC about the games he mentioned here, and he lost his connection before we were done talking(I assume that's when his router died.)

So, yeah. I was wondering what Mercantilism, Power Slam and Talking Smack are/were like, and what became of them. That was where the IRC conversation left off, I think...


11
DF Gameplay Questions / Re: Cave Plants
« on: August 22, 2006, 02:47:00 pm »
Plump helmets are indeed mushrooms. Toad mentioned that on IRC a while back-this is why they have "spawn" instead of seeds.

As for the rest of the cave plants, I picture them as generally looking something like this plant, and maybe working a similar way.


12
The beneficial flip side of Bug 41, though, is that it's presently the only way to free captured children from bags, so when it does get pinned down, I'd recommend dealing with that issue before fixing Bug 41. I guess the thing to do would be to make it so dwarves automatically release children from bags when they pick up the bags, or else have the kids climb out themselves when the goblin is killed- not sure which would be easier to program.

(Off the subject, but damn, DF is an addictive game. I'd been away from it for a while thanks to other games and just recently got back to it, and remembered why I have to have strict rules about how long I play it...)


13
DF Bug Reports / Dagger stuck harmlessly in dwarf
« on: September 11, 2006, 04:02:00 pm »
One of my recruits was taken by a strange mood, which caused me to look at his inventory and notice the large copper dagger stuck in him. I remembered that particular recruit being involved in a fight with a couple of kobold thieves a while back, so that made sense. What made less sense was the fact that the dwarf was completely unwounded. I'm not sure where the dagger is stuck, since the message goes off the screen before it says, but there it is. Save available if you need it, as ever...

Also, an unrelated very minor little grammatical/typo thing- it says a dwarf has "gone with a drink for far, far too long" instead of "without."

Edited to add: I'd forgotten about the tab key. It's stuck in his left upper arm, and that part is indeed unhurt, if it makes a difference...

[ September 11, 2006: Message edited by: Gezol ]


14
DF Bug Reports / Re: Lion knocked, like, 100 feet away with a warhammer!
« on: September 04, 2006, 08:03:00 pm »
Personally, I hope this doesn't change much. I like the over-the-top, cinematic feel of the combat, myself. It kind of reminds me of Fist of the North Star or something, what with all the superhuman combat feats, shit-talking, and exploding body parts.

15
DF Bug Reports / Re: Drinking problem
« on: August 27, 2006, 12:08:00 am »
...okay, I just looked at the development list and saw the "put in a quick fix for the double booze in barrel drink bug" thing there, which sounds like it's what I just reported. I'm still using 0.21.101.19d.

If I download the new version and transfer the save over, should that take care of it?


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