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Messages - shadowform

Pages: 1 [2] 3 4 ... 30
16
DF Suggestions / Re: Usage for wax
« on: January 24, 2011, 03:37:51 pm »
Wax for seals and signets might be a fun thing to add, either to allow forts that have achieved Mountainhome status to make mandates/demands for their outlying forts (replacing trade agreements), improve the benefit from trade agreements, or to form agreements with other nations, like making peace with humans or creating a trade agreement with them.

Another thing that could help balance trade agreements would be to limit the number of goods you can request a caravan to bring, and have this number increased as your fort gains more powerful nobles and increased further if you have the signet / wax seal.

17
DF Suggestions / Re: Hell bees
« on: January 24, 2011, 03:32:23 pm »
Discussed a thousand times. Please lock this and go post it on one of the 357 pre-existing bee threads.
The threads from 2007 and 2008 I found when searching for 'death bee', 2008 and 2009 when searching for 'Doom bee', 2008 and 2009 when searching for 'Hell bee', 2007 when searching for 'killer bee', did not exactly seem relevant to this suggestion.  The closest thing in the first 10 pages of the suggestions forum is a generic bee-related thread, mostly suggesting uses for honey, in which several posts make a mention of bee venom on crossbow bolts, the last post of which was made over two weeks ago.  If you'd like to point me towards one of the 357 pre-existing bee threads that deals with killer death bees from the depths of the earth, I'd gladly move my post there and delete them here.

18
Some unscrupulous individual could outfit a bunch of unskilled immigrants with picks, drop them into a danger room from above with a trap door and assigned lever, turn on the spikes, go make a sandwich, and come back to a crew of elite miners.
No...  most of my unskilled immigrants get drafted into a 'junk' military that gets assigned armor of whatever the most common metal is, a random self-chosen melee weapon, and then get tossed into the danger room anyway.  These are the dwarves I use to handle contaminant-laden FB's.

19
DF Suggestions / Hell bees
« on: January 24, 2011, 01:46:17 pm »
We're going to get bees soon.  We already have necrotizing poison that causes dwarves to rot from the inside out.  Why don't we combine the two into bees whose sting causes dwarves to rot from the inside out?  Stick them in savage or terrifying locales and require that their handlers wear specialized beekeepers uniforms, either like a suit of armor (chain vest/mail legs/full helm/gauntlets/high boots) or a cloth uniform crafted from the clothier's shop.

Including the ability for bees to sting those who wander too near their hives would ALSO enable the weaponizing of colonies!  What could be better than using swarms of deadly bees to attack your enemies?

20
DF Dwarf Mode Discussion / Re: Economy completely broken?
« on: January 22, 2011, 10:41:18 am »
Idlers?  What are idlers?  I have workers, military, more military, even more military, and some masons to work on megaprojects.

21
In order to be game breaking in the first place, you have to be able to define how the game can be broken.  This is the problem with an open-ended game like DF - with no real goal, you can't say that anything really makes it too easy to reach that goal.  There IS no goal to reach, aside from the ones you set for yourself.  If all the more you want from the game is a mostly non-violent, fantasy version of The Sims, you're going to play the game entirely different from someone who plays with Dig Deeper and refuses to use bridges, quantum stockpiles, or traps.

Give us your definition of what means something has broken the game.

22
DF Dwarf Mode Discussion / Re: Protection of an Aluminum Breastplate
« on: January 22, 2011, 10:22:56 am »
As I mod almost all metals to be weapon/armor craftable, this is relevant to my interests.

Almost all. Until Toady One enables radiation NOBODY needs a lead breastplate.
I have a tendency to do this too...  but only because finding a set of masterwork golden armor makes for an interesting, if not particularly useful, find to an adventurer.

23
- This fort is meant to be an embodiment of a place that simply should not be. The geometry is wrong, and the layout is alien.
This describes a fair number of forts already, with massive structures supported by spindly columns of rock, cities carved into stalactites, rooms designed specifically to kill those inside it, and large, purposeless monuments to nothing scattered around the landscape...

24
Better still: cage trap filled with angry bears.  It forces them to use their ammo, AND it involves angry bears!  Because any time you can incorporate angry bears, it improves the plan.

25
Well, I don't think that dwarven cities actually go completely kaput when you abandon now - I think the game 'resets' the zone with a same-race group, as long as you abandon during peace times...  could be worth testing.

26
DF Dwarf Mode Discussion / Re: Of mice and dwarves. (oliphaunts actually)
« on: December 30, 2010, 07:14:54 pm »
Elves are kind of in a weird spot right now, in that they don't get pissed if you clearcut entire continents.  They still don't like leather or wood...  but seriously, who uses leather or wood crafts?  I have 1k+ units of cloth I can make into trade goods and enough gold to buy out a hundred of their nearly-worthless caravans.  And, as you said, they bring me tigers.  I like being able to feed goblins to the tigers, hence I like anyone that provides me with tigers.

And no, elephants haven't been the mortal enemies of dwarves for quite a while.  They were replaced with carp a while ago (since they became docile in .28), and there's no real equivalent right now - except perhaps forgotten beasts, which are meant to be worrisome.  Even GCS's are kind of disappointing now...  I've killed one without noticing until some GCS meat showed up in the kitchen management screen.

27
DF Dwarf Mode Discussion / Re: featuring the bug: soap bars
« on: December 26, 2010, 09:13:43 pm »
have fun with that until toady fixes the exploit.
Fixes the...?  You mean dfcleanmap?  That's a mod.  It actively changes the game's behavior.  There's a difference.

Oh!  You mean using ad hoc showers to cleanse dirty dwarves!  Well, as far as I know when you get covered in a liquid you're SUPPOSED to get a covering of whatever material it happens to be, so that's not as much of an exploit as it is a clever (if possibly unintentional - and I won't even rule out the unintentional part) use of game mechanics.

Perhaps you're talking about reacting to the error message?  No, that's just being conscious.  The game does something to inform you about the world and you react to it: also not an exploit...  I mean, if you get a message that says "Urist McHauler cancels haul: interrupted by Blind Cave Bear" and send your military in to save the dwarf then that's not an exploit, right?  It's the same thing.

I don't get it.  What imbalanced gameplay element is he using to gain an unfair advantage?  Who is he getting an unfair advantage again?  In a game that ENCOURAGES trying to break the laws of physics (and indeed, sometimes decides on its own that physics can take a break - see the threads about cotton candy space elevators, bizarre volcanoes, surface pits straight to the circus, and so on), can you really call ANY unusual use of mechanics like that an exploit?


28
DF Dwarf Mode Discussion / Re: Marksdwarves any better in .18?
« on: December 25, 2010, 06:23:50 am »
I got 4 legendary marksdwarves as the royal guard that arrived with the queen, and I can confirm that they can at least hunt crundles rather effectively.  Two of them managed to take out a total of three goblins during the last siege before running out of ammo...  they would be a lot more effective if they only fired until a target was disabled, retreating, or had taken a 'good shot' (eg: when they see an enemy fall over, pass out, or bleed heavily after getting shot)

29
DF Dwarf Mode Discussion / Re: I just won the game. Period.
« on: December 22, 2010, 06:38:39 pm »
Oh, fine.
I'll get to work.
Funny thing is that there's no demons.... but I'm not putting down a single block of weapon storage until I wall and floor this place up.
afaik, if you have a fort, the demons don't spawn until you remove the sword of happiness.

30
Designate a hospital zone and things will probably take a turn for the worse.
Dont worry, he just died, due to infection and lack of Vodka, dont worry, as asoon as we find MAGMA, I shall burn his corpse...
NO!  He requires a proper tomb!  A big one.  One big enough to engrave the words 'A REAL DWARF' into the floor.

Code: [Select]
..O...OO..OOO..O..O....OO..O...O..OO.OO..OOO.
.O.O..O.O.O...O.O.O....O.O.O...O.O.O.O.O.O...
.OOO..OO..OOO.OOO.O....O.O.O.O.O.OOO.OO..OOO.
.O.O..O.O.O...O.O.O....O.O.O.O.O.O.O.O.O.O...
.O.O..O.O.OOO.O.O.OOO..OO...O.O..O.O.O.O.O...

Put his coffin on one end.  Then, zone the entire area as a hospital and LOCK THE DAMN DOORS.

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