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Messages - Braingnawer

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1
DF Suggestions / Re: how about bone types?
« on: April 12, 2013, 03:30:37 am »
You think dwarven bones would be slightly denser than normal bones?
Also i think a few mythical bone types might spice things up a bit.
Demon bones
Titan Bones
Dragon Bones.

2
Speaking of which I think the concept of being able to request things from mountainhome directly would be pretty awesome.
Megabeast. Send army of finest soldiers.  Request the aide of a master engineer for a hefty price.
Maybe have a debt and repayment system if you ask for too much. Maybe make it so you get one free mountainhome action every 2-5 years
and beyond that you have to repay them. With gold...Fine gold...Or willingness to take a giant wave of useless immigrants.

3
Make it so you can enter a tomb of some variety and you get ancient treasures from past civilizations. When disturbed though rouses the mightiest of their warriors in undead form.
You may even have to pry the ancient master craft sword from "THEIR COLD DEAD HANDS"
Another idea possibly:
Make a unique workshop of some kind that allows the creation of some hithero unknown item.
The creation of gem swords? A life extending elixer? A beer that increases learning speed. Turn base metals into gold!
Also add some ancient levers. I know it would drive a Dwarf Fortress player MAD to not know what happens when you pull one and valiantly attempt to resist.

4
DF Suggestions / Re: Paint.
« on: December 25, 2012, 05:59:02 am »
Can my dwarf paint himself head to toe in blue and run into combat naked?
On a more serious note this would require a new profession..
A new tool "paintbrush". Would you want paint to increase happy thoughts?
Maybe you could make it so paint increases the value of goods as well.
Painted toys/dolls would be far more valuable than the non painted variety.

Also brushes are pretty hard to make. You either need animal hair or fibers.

5
DF Suggestions / Re: False Teeth
« on: December 21, 2012, 12:07:02 am »
I think an issue might occur..
For example a warrior loses a tooth. You make the smithy make a tooth. He converts a bar of gold into 86 teeth. What do you do with the rest of the teeth?
Also does he create 86 generic teeth or 40 molars, 40 incisors, 6 canines?
On an unrelated note i think that dwarfs should be able to replace a missing tooth with a cut gem of substantial size.

6
DF Suggestions / Re: Allow unhappy dwarves to leave your fortress
« on: December 16, 2012, 11:54:22 pm »
Maybe make it so if you want to exile someone they either have to have once been a criminal or you have to pay them compensation with valuable goods for the inconvenience.
Relocation costs if you will. Maybe if not valuables food and enough water to leave and make the trek home.
Another possibility is that they go with the caravan?

7
DF Suggestions / Re: adding quicksand.
« on: November 16, 2012, 12:11:31 am »
I honestly love the possibilities of tar. For example... Can I pump it at an incredibly slow rate. Can i use the tar for alchemical and industrial processes. For tar and quicksand could i create a flood gate, mine into it and fill a special drowning chamber. Will the tar make your dwarfs particularly flammable?
Your dwarves should be able to bring buckets of the stuff and fill a pit with it if they want.
I mean worst case scenario i see a tar pit as a nice dumping ground.

8
DF Suggestions / Re: The ancient art of Golem making.
« on: November 13, 2012, 11:57:09 pm »
Maybe make it so that you have to sacrifice Precious jewels or for a slightly more evil route creatures to bring a statue to life.
Also as a balance Idea how about we assign value to certain jobs and you have to sacrifice more depending on the job/ skill level you want. You can only assign jobs to the golem you initially sacrificed for.
Make a dedicated proficient  hauling golem for example wouldn't cost very much. A sacrificed gopher maybe or a bar of silver.
Want a golem to do several simple jobs and it would cost quite alot more.
Want to make a Master Axe golem and it would cost a kingdom it's most valuable artifact or the sacrifice of an all powerful mythical beast.

Maybe make a cost multiplier for the material the golem is made out of?
If it becomes too unbalanced maybe an upkeep could be implemented?


9
DF Modding / Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« on: November 25, 2009, 05:08:52 am »
Like the undead corpses that this mod contains i revive thee!!!!

10
DF Modding / Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« on: August 12, 2009, 04:31:12 am »
More people must enjoy this mans excellent mod. To the front page with you!

11
DF Modding / Re: Request: Dark Skinned Human Graphics
« on: July 09, 2009, 10:52:18 am »
Bad ass

12
DF Modding / Re: I AM HEAVY WEAPONS DWARF (a TF2 mod in development)
« on: July 09, 2009, 10:50:54 am »
I got bored and made 16x16 sprites of quite a few of the tf2 group, want em?

13
DF Modding / Re: Grammatic mod
« on: June 19, 2009, 01:28:54 am »
I appreciate Grammer

14
DF Modding / Re: [Idea] Area sounds.
« on: June 18, 2009, 02:41:48 pm »
Thats actually a pretty awesome idea. It would be cool to have something heavy and industrial sounding in a mountain and tranquility in a forest. Can it detect goblins? Goblin music would be cool

15
DF Modding / Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« on: June 18, 2009, 12:22:15 pm »
With us all Collaborating this is going to be sooo bad ass.
I'm going to try some new sprite stuff too.
I have been inspired!

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