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Messages - Man In Zero G

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121
DF Dwarf Mode Discussion / Re: Hmmmmyes. Very modest you are
« on: November 05, 2012, 10:11:05 pm »
Maybe he just really, really wants to be the Hammerer, so he made a perfect, non-lethal, Implement for the office - then put his name on it, as an application for the job.

122
DF General Discussion / Re: Planning Ahead for a Dwarven Funeral
« on: November 05, 2012, 09:38:10 pm »
(Don't know why this double posted.)

123
DF General Discussion / Re: Planning Ahead for a Dwarven Funeral
« on: November 05, 2012, 09:37:28 pm »
Burial vaults or lawn crypts are pretty much the standard most everywhere now, not always due to local or state law, but usually due to cemetery rules especially if they are ICCFA members. It prevents the sinkholes. From when the casket rots/rusts out. (Also keeps the zombies in, shhhhhh.)
These are the things you learn when you work at the cemetery for a summer.

Now, a full-on mausoleum, if you can swing the price, that would be dwarfy. Wit engravings on all the interior walls, some scenes form your own life, some from random historical figures/people from your town/random images - just like the tombs in game end up. Bonus is, they build it now, even if you don't die, your tomb will be there waiting for you when the inevitable comes. (Again, just like in your forts) You would be even more likely to be able to get your obsidian vault for your casket too.
Then you just have to get on good terms with the cemetery management so you can go ahead and start storing your old worn out clothes in your tomb just like the dwarves do.

124
DF General Discussion / Re: Will real books ever be a part?
« on: November 05, 2012, 06:02:10 pm »
I imagine the first pass will read a lot like legends mode, maybe organized in a more coherent way. Maybe.

125
DF General Discussion / Re: How do YOU imagine Armok?
« on: November 05, 2012, 05:34:25 pm »
Just an arm. And it's okay.
Beat me to it.

126
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2012, 09:00:32 pm »
Three quarters of my fortress population, an entire migrant wave and a number of long-standing happy citizens, just inexplicably drowned themselves. Went up to the top of the waterfall and jumped in. The remainder beat each other to death in the ensuing tantrum spiral, except the Chief Medical Dwarf, who went quietly insane and starved himself.

A migrant wave showed up just in time to save the fort.... but milled around outside instead of entering the fort - until I drafted all eight, but were cut down by a double necromancer siege before they got through the door.

This was the weirdest fortress fall I've ever had.

127
DF General Discussion / Re: Do the Gods Exist Or Are They an In-game Lie?
« on: November 04, 2012, 03:37:55 pm »
Yes, actual deities exist. They play no part in the world other than cursing people during worldgen who defile temples to be vampires or were-creatures, and leaving the Slabs laying around. However, Toady has said multiple times that they will play more of a role in later releases.
So for example, if you go defiling a temple in adventure mode, you run the risk of getting the smite.

128
DF General Discussion / Re: Future of the Fortress
« on: November 04, 2012, 02:23:55 pm »
Can you clarify what you mean here? What are these undergrounds sites supposed to represent? Are they dwarven made or something that just exists?   

Sounds to me like they're just more hill dwarf towns, but built entirely in the cavern layers. You know, where they're farming underground crops for the booze, syrup, sugar, cloth, and plump helmets the caravans keep trying to sell you. Similarly logging camps harvesting the mushroom trees, and deep mines for all those logs, stones, and metals they love to sell you.

It's not some new fun thing we'll be digging into by accident, it's a new fun thing that will develop and attach to our forts during play, just like the surface hill dwarf sites.

129
DF General Discussion / Re: Future of the Fortress
« on: October 29, 2012, 03:46:25 pm »
When you mention orchards using the products from the old tree raws, do you mean no further trees have been added in or are the raw structures the same?
From the context, Toady simply hasn't added new trees yet that produce "fruit" beyond palms, mango trees, and chestnuts. I'm pretty sure he already mentioned that the tree raws have changed, and they pretty much have to be to accommodate growth parameters, fruit, leaves, etc.
Yeah, he already said all the growth/vegatation modifiers for trees will be moddable from the time it's released, so I think it's fair to say that he just hasn't added any new ones, but I'm sure he'll get around to it, either this release or a later one.
If it's not in this release, it probably won't happen for many years.
still counts as later, but yeah....
But like the above said, it is already in the raws... So even if Toady doesn't do them right away modders can make trees grow new stuff.
Yeah, Toady even said you can have them grow swords if you want

So that's where the elves get those wooden swords! It would be fantastic if the elves actually grew all the wooden crap they try to sell you in special orchards. "Yes, this is my prized bracelet tree, and over there is a grove of sword trees that are just ripe enough to pick." It would answer the age old question of elf-kosher.

130
DF Dwarf Mode Discussion / Re: Stone beds???
« on: October 28, 2012, 05:09:07 pm »
That bed is gonna be useful if you get yourself a proper noble. Artifact furniture is the best way to up the room quality so they don't get all mad that Urist McPeasant has a nicer home than they do. So you're pretty lucky in that regard.

131
DF General Discussion / Re: Dwarf Fortress should have more Gunpowder
« on: October 26, 2012, 06:28:18 pm »
When we have Alchemists back (who actually DO something, with an actual workshop) then this could be a thing. A quick search of what Toady has actually posted in the forum regarding gunpowder is an amazingly small list that universally says 'I don't know', which is funny considering how many people insist he isn't going to let it happen.
I seem to remember something in a DFTalk though, about gunpowder and alchemy and the current reactions system. So, if nothing else, he does at least seem to intend for it to be capable of being modded in, if my memory serves.

132
DF General Discussion / Re: Wikipedia spoilers
« on: October 26, 2012, 04:30:32 pm »
Warning: the following was typed 10 hours after surgery while under the influence of pain medication. Please disregard grammatical and spelling errors, and understand that it may not make any sense at all. Or maybe it makes perfect sense.
There's no real point in spoilering adamantine itself. Slade too. The game has the fact that these minerals exists plastered all over it. It's in your stockpile lists, the Manager's job screen, I've had dwarves with a particular fetish for raw adamantine plenty of times. So the fact that adamantine exists, no point in spoilering. Definitely no point in euphemisms.
In fact, the euphemisms are what is spoiling the surprise, as Anathema said, because you know for sure something is there. And since people tend to be very specific about the scenario when using the euphemisms, so new players know exactly what's going to happen. They just don't know the real name of the beast that will do them in.
If you want to talk about spoiler material without spoiling it for new players, we have spoiler tags.
Spoiler (click to show/hide)
Because cottoncandy/circus/clowns is just a useless, bad meme. And that's why we'll never fully be able to get rid of it, because like every useless bad meme in any internet community, the newer members will perpetuate it, in an effort to demonstrate that they belong.

133
DF General Discussion / Re: How to get rid of children.
« on: October 21, 2012, 04:50:52 pm »
I count 18 dwarves who's primary profession is related directly to food production. Plus a brewer and a peasant.
Seriously how can you not feed them? Sure, ok, you aren't set up for mass farming yet... it takes a long time for a dwarf to starve. More than enough time to set up some kind of farming/fishing/hunting/butchering the non-pet livestock to feed your fort. Bonus points for the fact that kids will help harvest crops if you've got "all harvest" set.

I don't know why people hate kids.

134
DF General Discussion / Re: Future of the Fortress
« on: October 21, 2012, 04:37:42 pm »
I think the intention is that, eventually, each nation will have a culture procedurally generated within a set of basic racial guidelines(like the current entity ethics), to allow for maximum variation.
I other words, humans will be like a lot of things, goblins will be like a lot of things, but each country of each race will be unique to the world it was generated in, and not particularly 'like' any given real culture.

At least that's the impression I've gotten over the years when these kind of questions pop up.
Spoiler (click to show/hide)

135
DF General Discussion / Re: The magma.... it keeps coming......
« on: October 20, 2012, 09:16:33 pm »
For a really pointlessly time consuming solution, you could always roof over the entire flood area, then it won't overspill the walls.
Bonus points if you build some magma-safe pumps into the structure that, at the flip of a switch, will douse invaders in magma. Then you can just claim it was all according to plan.

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