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Messages - Elliott_Thinas

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106
DF Dwarf Mode Discussion / Re: how do you want the magic system to?
« on: August 07, 2009, 08:03:25 pm »
Well of course DWARVES should never use magic. They don't use ridiculous hocus pocus; if magma can't solve the problem, it cannot be solved. Still, gentle elf magic that lets them do whatever elven stuff they do and wandering wizards who do cool tricks and the occasional enchanted sword would all be cool things to see in adventure mode or in the visitors to the fort.

107
DF Adventure Mode Discussion / Re: 9k not enought
« on: August 07, 2009, 04:51:36 pm »
Alternatively, as long as you have a good suit of armour you really don't have anything else to spend your money on (and if you're a dwarf or an elf, absolutely nothing to), so you might as well bling yourself out with the loot you've found.

108
DF Dwarf Mode Discussion / Re: how do you want the magic system to?
« on: August 07, 2009, 04:01:31 pm »
One of my old forts had a group of priests; I built the fort on a human town and after undermining most of the buildings, I demolished the temple and used the dust to capture the priesthood. I then constructed my own temple underground and released the priests into it. No real purpose to it but it was a lot of fun.

109
Maybe while he was in the pond he leveled him swimming ability up to like legendary +5 and got super strong and so on.

110
DF Dwarf Mode Discussion / Re: AH! SIEGE! Help!!!
« on: August 07, 2009, 03:48:27 pm »
As long as you're into cheats why don't you change the size of the orcs to 1 and take away their arms and legs. They'll drop all their weapons and your dwarves can go pick them up and hack up the unmoving orcs.

111
DF Dwarf Mode Discussion / Re: I have a confession...
« on: August 07, 2009, 03:35:08 pm »

I believe liquids are hardcoded. Otherwise we'd have rivers of booze and blood popping up in mods every now and then.

I confess to removing aquifers, and all non sand soil, If only so I can skip the painful process of site finding. Having an awesome idea for a megaproject ruined simply because you don't feel like spending another hour genning sites to find one that actually has sand as well as everything else you're looking for is dissapointing. And aquifers... aquifers simply aren't fun.

I'll agree you can't do your best megaprojects on aquifers but aquifers can be a bunch of fun, if you use the correct multi-aquifer drilling techniques you can smash through an unlimited amount of layers quickly, and you feel cool doing it. Also, some of my best memories come from aquifer related hijinx; once, I breached HFS and they were swarming the mines, killing dozens. One brave dwarf attempted to remove a wooden wall holding back the aquifer while the surviving champions fought to protect him. He finally removed it and a flood of water washed down into the mines, almost saving the fort forever (one had snuck by before oops).

112
DF Dwarf Mode Discussion / Re: RIP Dastot Kedthikut Sefol Stizash
« on: August 07, 2009, 12:02:26 am »
Seriously though what caused him to die?

113
DF Dwarf Mode Discussion / Re: I have a confession...
« on: August 07, 2009, 12:00:57 am »
Savescumming I can proudly say I am not guilty of, although that's probably because my very favourite thing in the game is to watch a mature fort die in a terrible way. Watching the fortress guard attempt to enforce justice as the world collapses around them is like a badass apocalpyptic movie. If I lose a young fort, I just shrug it off as I didn't lose that much time.

114
DF Dwarf Mode Discussion / Re: Rebel Demands Plans For A Church
« on: August 06, 2009, 11:56:28 pm »
if you want a quite authentic church, your going to need scaffolding for building a high ceiling. thats one of the annoying parts about some constructions, at least for me.
On the contrary, I love using scaffolding for my larger buildings. It's a lot of work but it feels a lot more authentic.

115
DF Dwarf Mode Discussion / Re: Rebel Demands Plans For A Church
« on: August 06, 2009, 10:24:35 pm »
Hey Rebel I remember seeing an amazing church a little while back in this forum; go back a few pages or so. Anyways, I don't bury my dwarves but I do bury humans who die on my map. I just dig a ramp and a single mine tile which is designated for humans only. Once the whole thing is complete I place a single marble block wall above the ground over the body and another marble floor over the ramp. It looks pretty classy and if you had the coffins it would look even better.

116
DF Dwarf Mode Discussion / Re: I have a confession...
« on: August 06, 2009, 10:04:18 pm »
Nice guys...I don't really confess to anything because I only mod the game to make it more difficult, not easy, but to each their own. Dwarf fortress is brilliant because there is so much to be had that you can cut out the entire emotion and relationship part and still have tons to do. (I do enjoy that part though)

117
DF Dwarf Mode Discussion / Re: RIP Dastot Kedthikut Sefol Stizash
« on: August 06, 2009, 06:03:49 pm »
So what killed him?

118
DF Dwarf Mode Discussion / Re: Food's a hassle... am I doing it wrong?
« on: August 06, 2009, 06:01:54 pm »
@Skorpion: you're correct about the yield of meat and fat, I rechecked that and you were correct. But you don't need a meatfarm though, I stand by that. My fort has several independantly caged and free roaming animals and they all have children every so often, including those in the cages all by themselves (the wild horses I catch and tame generally stay in their horses and still have foals). As most people will be able to you, creatures in Dwarf Fortress get pregnant, as we joke, by spores, which is why we have stories of wild animals on the far fringes of the map inpregnating tame animals deep within the forts.

119
DF Dwarf Mode Discussion / Re: how do you want the magic system to?
« on: August 06, 2009, 05:56:55 pm »
Yeah low magic is definately the best. The best part will be enchanted weapons and armour with elemental powers. The suggestion of slowly summoning demons and things was really good too.

120
DF Dwarf Mode Discussion / Re: how do you want the magic system to?
« on: August 06, 2009, 11:00:37 am »
I agree this of course belongs in the suggestions forum but as it's here I'll contribute. LL has a pretty cool system of magical swords that are able to freeze or burn enemies upon impact; my ideal magic system would allow the spells to deliver heat based attacks at a range, or attacks like paralysis.

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