Bay 12 Games Forum
- April 21, 2024, 09:40:09 pm
- Welcome, Guest
News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
Show Posts
DF Suggestions / Re: Survey Skill
« on: August 09, 2007, 08:14:00 pm »Sounds interesting. :)
DF Suggestions / Re: Clean Items
« on: December 02, 2007, 11:36:00 am »DF Suggestions / Re: Mounts and pet armour
« on: May 27, 2007, 09:18:00 pm »DF Suggestions / Re: Implementing Magic
« on: May 26, 2007, 12:20:00 pm »[ June 17, 2007: Message edited by: Gaulgath ]
DF Suggestions / Re: Hauling ideas
« on: May 19, 2007, 10:34:00 am »quote:
4. GRS (gnomish rail system) Put gnomes in the game. Once trade is established with the gnomes you can buy recipes for all the parts you need to build a fully functional rail system. Construction of the rail system would be very expensive in terms of the amount of steel required, plus it runs on coal and/or firewood. Also since it is gnomish it tends to spend about half its time being repaired, but when it does work it can carry virtually limitless amounts of freight between specially made depots allowing you to get that huge pile of food from next to the farm wayy over to your new dining hall on the other end of the map. The depots would be configurable so that you could specify what goes on / comes off the train at each stop. Example: depot A lets dwarves pile food there, when the train comes along all food goes on it, at depot B the food is dumped off and ore is loaded (it acts as an ore pile) Depot C is configured to unload the ore from the train and load up ammo, which is then dumped at depot A.
Uhhh... no? Do we really need another cliched fantasy creature in this game? Oh, and handcarts and such have already been suggested and are on the dev list.
[ May 19, 2007: Message edited by: Gaulgath ]
DF Suggestions / Re: new thoughts suggestions
« on: February 05, 2008, 04:51:00 pm »DF Suggestions / Re: Slaves Needed
« on: April 07, 2008, 05:41:00 pm »quote:
Originally posted by Capntastic:
<STRONG>Pretty sure he's joking, guys.</STRONG>
I considered that, but then decided that it would be so unfunny if he actually was joking that it had to be serious.
Looking back, I guess I was wrong. My point still stands, however!
DF Suggestions / Re: Slaves Needed
« on: April 07, 2008, 03:54:00 pm »quote:
Originally posted by Katawa:
<STRONG>I wouldn't normally bring up such a risque thing but I'm pretty sure it hasn't been discussed much or suggested.</STRONG>
On the contrary, it has been suggested and discussed to death.
DF Suggestions / Re: Ultimate Artifacts
« on: April 07, 2008, 03:52:00 pm »[ April 07, 2008: Message edited by: Gaulgath ]
[ April 07, 2008: Message edited by: Gaulgath ]
DF Suggestions / Re: Bucket pumps
« on: February 02, 2008, 05:57:00 pm »DF Suggestions / Re: Tunnel height
« on: October 21, 2007, 05:46:00 pm »DF Suggestions / Re: Glaciers in oceans
« on: December 23, 2007, 08:25:00 am »DF Suggestions / Re: Suggestions to enhance the Demon
« on: August 04, 2007, 02:45:00 pm »A great fire is spreading through the tunnels! Flee!
And we're talkin' a wall of fire engulfing your mining operations. This would merely set the stage for the big fight, however. Once the demon is spotted:
A mighty demon has been unleashed from it's prison! All is lost!
Obviously, it starts annhialiting everything in sight. I think the demon should be made more powerful altogether, really. So even your best dwarves don't stand much of a chance. If you do fail to stop it, it should start unleashing hell on the overworld. Sending out minor demons and such, and this could make adventure mode seriously interesting.
Just my $.02.