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Messages - RedKing

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18136
I'm picturing a squad of champion dwarf wrestlers as an insane luchadores team.  ;D

18137
DF General Discussion / Re: I just had a moment of fridge logic
« on: March 15, 2010, 06:27:46 am »
FWIW, "Mc" and/or "Mac" just means "son of". So it's a little weird to see Urist, son of Mason.

It'd be nice to see various naming schema used in future versions, maybe tied to culture? So, one civilization might follow a patronymic model and name everyone "<Firstname> <Father's name+suffix>" while another might follow a Germanic model and reference birth location (Urist von Boatmurdered, for instance).

And another might dispense with surnames altogether (kobolds already do this).

18138
DF General Discussion / Re: Release pool
« on: March 06, 2010, 05:19:33 pm »
Half an hour after my wife goes into labor. Actually, that wouldn't be so bad, cause then I could download it at the hospital and play whlie she's sleeping during the early stages.

So, it's more likely to be half an hour after the baby's born, when I won't have a free moment (or sleep) for the next two months.  ::)

Damn. I lost.

18139
DF General Discussion / Re: The DF Geneology Project
« on: March 06, 2010, 04:55:10 pm »
Sadly, I'm not much of a programmer either (I was a code fiend back on the old Commodore, but when I moved to the PC, my fu was weak).

This reminds me of a similar tool for Paradox's Crusader Kings, which analyzed a save game and created a GEDCOM file (text-based file format used for genealogical information) given one ancestor to start with.

This would be a great model to follow for use in DF. It would be really difficult to map out the relations for every entity (and probably not worth the effort), but should be fairly straightforward to design something that could scan the historical data and build relationship chains, and work in either direction -- take a given entity and trace all direct descendants or trace all direct ancestors.


18140
I'm more of an idea person than a coder, but I'm definitely up for tossing around worldgen ideas and trying to shape them towards something that can be quantified and/or made procedural.

18141
DF Dwarf Mode Discussion / Re: Is a COW really that scary?
« on: March 02, 2010, 04:58:56 pm »
Xan McBoss fires the +Flak Cannon+!
Athena is struck down!
Skaarj is struck down!
Skaarj is struck down!
Necris is struck down!
Nali is struck down!

Xan McBoss is GODLIKE!


18142
I tend to make all extra stone into blocks--partly to clear out space, and partly to train up my mason(s). When I have some downtime with extra labor on hand, I'll use the colored blocks to put in mosaic floors or cut out stretches of wall that don't match and build replacement walls (can't engrave them, which kinda sucks, but I rarely engrave my walls anyways, just smooth them).

Or build giant blood-red kaolinite walls to deter invaders.

18143
DF Dwarf Mode Discussion / Re: Don't Go Near the Water!!
« on: February 27, 2010, 05:48:56 pm »
That's just it...there weren't any carp. I've heard all these stories about how carp are the wrath of Armok incarnate, but haven't ever run into them. Apparently all the large fish might as well be pirahnas.

And there's already two named fish. The one that got my carpenter (and used the Flying Fish-Fu Fist of Death on him) was named (appropriately) "Dieclinch".

18144
DF Dwarf Mode Discussion / Don't Go Near the Water!!
« on: February 27, 2010, 05:35:02 pm »
Not merely the tagline for a bad B-movie, it's now my cardinal rule when embarking on riverine maps.

I had found an embark spot with a confluence of rivers which carved up the map nicely and thought, "Hey...I could build a nice defensive fort using the rivers as a natural moat."

When I got there, I was wowed by the unit list...three pages of nothing but longnose gar, sturgeons, pikes and sea lampreys. "No biggie", I think. "At least there aren't any carp. Those should should be pretty docile. I'll just fish around the edges near the fort."

And so things went smoothly for the first year. And then suddenly, my Adept Miner cancels a task due to dangerous terrain. ??! Oh crap...he fell in the water. Wait, no...he's fighting a sea lamprey. Ok, he killed it. He's close to the bank, I can have him carve a ramp out! Hmm...it almost looks like those other fish are swarming him...Oh. My. God.

Chunks everywhere. A minute or two later, another lamprey pulls in my fisherman and rips his arm off. Then my carpenter gets pulled in by a longnose gar while he was just walking by with an armload of wood. He crawls for the shore, and then the gar knocks him back eight tiles. Underwater.

By this point, the rivers are pretty much red, and the survivors are seriously thinking about building a wagon to get the hell out of Coilrivers.

18145
DF Dwarf Mode Discussion / Re: Fortress Design Poll
« on: February 27, 2010, 03:57:23 pm »
I'm all over the map (literally...), but like many here I tend to try and build organically into the landscape. Usually I'll embark, save, then pull it up in something like Visual Fortress or Stonesense so I can get a better feel for what the site looks like, then plan based on that.

I also tend to enjoy the challenge of "undwarven" forts, like my current one---situated on flat land at the confluence of two major rivers (they flow together and then back apart), which created a natural peninsula, with rivers blocking off 3/4 of the map and forcing would-be siegers to come at me from one direction (at least until I build drawbridges)

So I brought a crapload of tower-cap logs, and build a wooden palisade, depot and a small handful of workshops topside, and started digging down to lay farms, living quarters and storerooms. I'm looking forward to once my fortifications are fully complete, and I have 3 or 4 z-level high walls with firing platforms and ramps behind them. There's also a magma pool somewhere down there...hopefully the alluvial deposits will yield some platinum and/or gold.

18146
DF Dwarf Mode Discussion / Re: World Gen Extremes\/Leaderboard
« on: February 27, 2010, 03:25:22 pm »
How about a category for oddest history? Because I have a world (without tweaking the parameters much at all) that has a dwarven civ led by a goblin queen, which was destroyed in a two-front war with an elf-led goblin civ, and an elven civ (which was also at war with the goblins).

So when I embark with them in their old stomping grounds, I'm automatically at war with goblins *and* elves. And the goblins bring elves (and dwarves) when they siege.

There's also a spot on the map where I noticed a sand desert lying directly adjacent to a saltwater marsh, seperated only by a stream. All in all, this particular worldgen was chock full of oddities.

18147
DF General Discussion / Re: DF Talk Topic Vote #8: SCIENCES!
« on: February 25, 2010, 11:01:23 am »
Astronomy could prove quite interesting in DF, even outside a magical/astrological angle. At the very least, it can provide further unique flavor to the generated worlds. A world with seven moons or two suns, a world with recognized constellations (and perhaps a zodiac chosen from them). Sphere relations, obviously. Maybe dwarves can have favorite constellations, and when they're well visible, they might go stargazing and get a good thought.

As things get more developed and magic enters the equation, the cosmos might get "wilder" (if the worldgen settings allow) - constellations with actual effects, a HFS metal moon, or maybe a hexagonal elemental planet carried by an elephant whose steps disturb time, but those are at least as far away as magic.

HFS metal moon = impetus for the first Dwarven space elevator. How many Z-levels do think it would take to reach a geosynchronous orbit?  ;D

18148
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 25, 2010, 10:54:06 am »
The bear thought it was a human general. 

And really, who's going to argue with a war polar bear?

"Um...sir, you're not really in charge here..."
"GRAWWR!!!"
"Yes, sir. Sorry, sir."

18149
DF General Discussion / Re: DF Talk Topic Vote #8: SCIENCES!
« on: February 25, 2010, 10:31:37 am »
wanted to know how Toady would handle that.
But I'd still prefer to hear about Toady's plans for implementing languages to a higher degree, and about his threatened poetry/novel generator.

I kinda want a poetry/novel generator.

I imagine Dwarven poetry is on par with Vogon poetry.

18150
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 25, 2010, 10:23:03 am »
Quote from: Toady One
Sieging humans brought some war polar bears

This fills me with squee.  :D :D :D

I'm picturing the panserbjørne from the Pullman books/movie...

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