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Topics - shadowform

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31
DF Suggestions / Idea on combining bolts/arrows
« on: February 22, 2010, 11:56:44 pm »
Have bolts and arrows use the same storage protocol as seeds do with bags, except with quivers.  X many arrows or bolts are put into a quiver (possibly sorting by material type, such as bronze/copper/etc), and then the quiver is stored in the appropriate ammunition stockpile.  Might be some issues regarding item quality and large stacks of bolts (100 dragon bone bolts vs. a standard 25/30 arrows per quiver) in regards to stacking bolts, but at the very least it would allow multiple individual -Copper Bolt-s to be put back into the same quiver after having been fired.

Just a thought...

32
DF Community Games & Stories / Stories from Rakeglaze
« on: December 26, 2009, 11:33:23 am »
The following is not exactly a community game or succession game, exactly, but a collection of stories (as per the second part of the forum title) that interested me from the city of Rakeglaze.  If you have suggestions, ideas, or requests, I'm open, but no guarantees.  A bit of background:

Rakeglaze is the name of a dwarven settlement of the Guild of Culmination, a wholly-owned subsidiary of the Angelic Dwarves, founded in the year 220.  It is located next to a magma pipe, with a surface presence consisting of eight archery towers, a fortified bunker built into a mountain (which shows little sign of use), and a eight-layer city that includes a massive housing complex for the nobility, a richly decorated shopping plaza, a sprawling network of tombs, and over a hundred jail cells.

As near as anyone can tell from the historical records, the founding members of Rakeglaze are Sarvesh Netwheel (miner, first appointed broker; deceased), Dastot Whitebells (mason, expedition leader), Athel Glazedtempest (carpenter), Meng Watchedcrypt (clothier; deceased), Zas Inkcusp (deceased), Rovod Tradedrum (deceased), and a seventh which is debated to be either Dastot Streamgild (mechanic; deceased) or Zaneg Imagesmith (engraver; deceased).

The fortress has a surprisingly low adult mortality rate and a unsettlingly high child mortality rate.  Historically the city has not been a large magnet for immigrants, and historians speculate that the primary reason for this is the city's status as a strategic military outpost in a long-tunning war between the Angelic Doors and the goblin nation known as The Curse of Strength.  Conspiracy theorists point to the evidence of a secret dwarven cabal attempting to limit the adult population at the site, but these rumors are unfounded.

At present, there are 173 dwarves in Rakeglaze, including 35 buried within the tombs beneath the city.  Of these, nearly half (16) are children - some mere infants, bearing horrifically traumatic wounds indicative of the long-held dwarven practice of mothers carrying their children into battle.  Four others bear marks on their coffin marking them as from the Angelic Doors, rather than the Guild of Culmination, indicating merchants killed during a raid.  Skeletal evidence of periodic conflict indicates two of these were guards before they died.  Four other coffins depict images of goblins, with the skeletons inside showing signs of periodic, lifetime abuse - bones broken and set time and time again, fingers clipped off at the ends, and one (if not more) terrible wounds.  It is assumed these four are the bodies of dwarves kidnapped by The Curse of Strength and put to rest, finally being laid to rest in Dwarven lands after years of untold torment.  Two of the coffins are unmarked, and contain little more than a few scorched bone and skull fragments - solid indicators that they were once members of the nobility.  One of these has at some point been defaced with the words "Goblin Bait" scrawled into its lid.

The fortresses population, at current, stands at 23 military, 64 children, 5 nobles, and 46 productive members of society.  17 of these are masons, as attested by the massive stoneworks on the surface.  In spite of this, by far the fortress's most productive industry is self-defense.  Goblin clothing, made from giant cave spider silk, fills the city's trade vault, with even more clothing of a more common nature scattered about the surrounding regions, often with a few crossbow bolts still stuck int he pile.  The fortress has also housed two different jewelers in its time, one of which still lives.

It is currently late 241, twenty-one years after the settlements foundation.  Its first generation of children have come into their own, now working besides their fathers and mothers in as masons and craftersdwarves.  These are their tales.

33
DF Suggestions / Lutefisk!
« on: December 25, 2009, 05:41:18 pm »
We have lye, we have  fish...  why can't dwarves make Lutefisk?  It's preparation process consists of taking perfectly edible fish, making it inedible, and then trying to make it edible again.  Dwarven engineering applied to food!

34
DF Suggestions / Urist McCratfsdwarf cancels Strange Mood: Strange Mood
« on: December 17, 2009, 12:23:00 am »
For nigh unto a year now I have barricaded myself in this damp, cluttered workshop.  I have almost everything I need - gems, stone, and that vision, that damned VISION that won't get itself out of my head - but they do not understand!  This curious temperament that has stolen my voice, indeed, my very body - it will not let me go, and yet they will not provide me with the one thing I need to cure myself of this infernal state - leather!  Just a simple piece of leather!  Do they seek me dead?  DO THEY WISH THIS TASK TO BE MY END?  No...  not my end.  I WILL have my leather!  I MUST have my leather!

Urist McCraftsdwarf looses a roaring laughter, fell and terrible!
Urist McCraftsdwarf has destroyed a door!
Uris McMayor has been struck down!


How about a small chance for secretive/possessed dwarves to switch to a fell mood to satisfy their material demands for their artifact when relevant?  Possibly depending on whether the dwarf has "...does not care about anything anymore", a propensity towards anger or violence, or a similar such trait?  Dwarves seeking leather could use skin, bones for bones, skulls as a replacement for shell maybe, sinew or hair replacing fiber/silk.  Fell moods seem exceptionally rare, at least for me, but unmet demands are much more frequent, especially in starting forts.

35
A dwarven caravan just brought me 65 tower cap logs.  I don't know why they brought so many.  My stocks are already full from human caravans, in fact, they're already overfull.  I have more beds than I do dwarves - twice as many.  At least twice as many.  I even have beds in all 40 of my jail cells - which again, I have far too many of.  My marksdwarves are all legendary already, and the map is already covered in more giant cave spider silk than I could hope to use as trading goods.  I have magma, so there's no need for charcoal.

I bought the logs, of course.  Now I just need something to do with them.

[Update] The Tower of Fu is complete!  Mostly.  I think I'm gonna make the middle finger a bit taller.
Spoiler (click to show/hide)

36
DF Dwarf Mode Discussion / Appropriately random names
« on: November 26, 2009, 03:49:59 am »
It didn't really occur to me until I just noticed an engraving of it, but one of my forts had a steel artifact bed known as "The Tenacious Ache".  I don't remember the details of it anymore, but the name alone is good.

There's a basalt crown named "Failedrulers".  The creator must not have been fond of the mayor at the time.

There's a dwarf named Kogan Paddlebasements (?) the Naughty Word.  Don't think about that too much.

How about your names?

37
DF Dwarf Mode Discussion / World ignition
« on: November 25, 2009, 12:32:14 am »
Is setting the world on fire too much to ask?

For some reason, pumping magma onto the grass does not ignite either it, nor the nearby grass.  Placing flammable objects into the magma's path pushes them around a bit and sets them on fire, but does little else.  What do I have to do?  Chain an animal in the magma's way?

I ask this because after this many sieges it's easier to just set the world on fire and let everything burn than it is to dump all of the leftover junk into the magma pipe or collect it for the merchants (who are quite satisfied with my massive piles of rock trinkets at the moment).

38
DF Suggestions / Statue-specific workshop
« on: September 12, 2009, 03:21:48 pm »
It would be nice to be able to have some control over statues (and engravings, but those aren't assigned to a workshop).  Maybe have an option to create a random statue, or go into specifics (which might require more time than normal).

It doesn't seem like a big deal, but especially if you could make statues in the likeness of your dwarves (or even general figures, like "a dwarf" or "a goblin") there are a lot of cool things you could do with the ability:

-Creating a masterwork statue in the likeness of a fallen hero and erecting it on the spot where they fell

-Filling a hero's tomb with statues so future generations will know all that he had slain

-Having a noble mandate the construction of a statue of themself

-Lining a hallway with statues of all of the leaders of a settlement (this could become particularly incredible if it was implemented in worldgen cities, and could really make the mountainhome more interesting)

-Creating murals of past battles  and then constructing windows around them to make a museum

39
DF Suggestions / Simple, clean hauling
« on: September 05, 2009, 02:52:14 am »
Judging from the fact that woodcutters automatically pick up an axe, it can be assumed that enabling professions allows automatic changes in equipment.

So, why not allow hauling to have the dwarf equip a back backpack or sack?  Dwarves (planters, specifically) already carry sacks and use individual items from them as necessary.

Also, since stockpiles can be limited in terms of what they're allowed to take, it might be easier to approach mass-hauling issues from a stockpile-centric approach: instead of looking for specific items that need hauling, a simple counter designates how many items of each type are needed for transportation.  Any time that counter has a value greater than 0, the appropriate hauler dwarves first find a stockpile and see what goods it accepts, then scan the goods in need of hauling for those that go in that stockpile.

As far as bags, it seems that bins already allow differing numbers of objects based on size (I get about ten bars per bin, but easily twice that many rings, idols, bracelets, and totems), so the same sort of formula might be used to determine how many items a dwarf can haul with his bag.  Of course for things larger than the bag, like statues, they can always carry one around in their arms to wherever it needs to go.

40
My metalsmith is in a fey mood, demanding shining metal, shining metal, rough gems, shining metal, not far from a stockpile of some 200+ metal bars, mostly copper and iron.  He sits in his forge ignoring it.

No mods, pop cap set to 30, invaders off, map revealed.

<_< not a huge issue since I'm just building someplace fun to explore, but it's irritating all the same.

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