Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Goose in a jar

Pages: [1]
1
DF General Discussion / Re: Will we defend the Toady?
« on: October 24, 2010, 08:30:02 pm »
I think people have a right to complain about... well anything, on the basis of free speech. Sure moderators are fully within their rights to well, moderate.

If someone is attacking something in some manner other than words supposedly to "improve" it, I would find their stated motives questionable at best.

2
DF Modding / Re: G-rated no killing
« on: August 28, 2009, 12:46:06 am »
Is it possible to mod in the opposite of the demonic hate kill thought code?

Like turn them into adamantine dwelling care bears?

I also think you should remove all organs and blood possible, just in case Urist McSupers in the love dimension aren't enough.

3
DF Dwarf Mode Discussion / Re: Dwarves don't poop
« on: August 14, 2009, 11:53:54 pm »
Make dwarves poop.

Make dogs eat non-liquid poop.

There, that would make poop management optional.

4
DF Dwarf Mode Discussion / Re: how do you want the magic system to?
« on: August 12, 2009, 02:45:06 am »
How about leylines?

5
DF Dwarf Mode Discussion / Re: how do you want the magic system to?
« on: August 07, 2009, 08:41:00 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.

That gives me a great idea. Making an inn in fortress mode that attracts adventurers, door to door salesmen types and others. Quality of rooms correlates to quality of visitors however. 

6
DF Dwarf Mode Discussion / Re: how do you want the magic system to?
« on: August 07, 2009, 07:47:18 pm »
I would like to see a wizard's tower mode or some such instead of spindlies CORRUPTING my dwarfiness.

The wizard is basically a great big noble-like git who won't do labour outside of researching way to pervert the natural magic of the plane, white tower tripe, making magical junk, scrawling runes and crap on any suitable surface he can get to and casting.

All the hard labor is done by his school appropriate servants. Golems for earthyness, and zombies for baddiness and all that stuff. Obviously they are going to eventually rebel and snap him like a twig (magicky and learny skills shouldn't up your stats), or he figures out a highly lethal demon summoning spell or some other magical mishap. And that's the way the caster crumbles.

Magical schools should be genned to be based on the organic magic of the plane and their own organic concept, they should be able to recruit members of any race depending on the appeal they have to said race. Religious orders should be based on the Gods and objects of worship. 

Religion knights and such go after each other and the magical schools with ample smiting (in their God's flavour). In the case of objects of worship, followers should be able to somehow resurrect them.

The strength of the spells and invocations should vary. Most should be weak to utility strength, whilst a few should be grossly overpowered with little ground in between. If you are mining the very nature of a world, the strength of the discoveries will vary like how in reality the atomics trump all the other weapons.

7
DF Dwarf Mode Discussion / Re: Food's a hassle... am I doing it wrong?
« on: August 07, 2009, 03:41:01 am »
I'm relatively inexperienced with overseeing so I just go with redundancy when it comes to food.

2 growers, of which one is a cook and one is a brewer, and one herbalist.

It is an aquifer map so the outside is flat and I don't need to irrigate. In addition I don't seem to need to fertilize so all that potash is going in the magma kilns. Now all I need to do is learn how to stop the dwarfs putting seeds in my sand bags or make the bags faster.

8
DF Dwarf Mode Discussion / Re: Bigger Forts
« on: August 03, 2009, 11:48:55 pm »
If you run out of project ideas you can always resort to redundancy.

9
DF Dwarf Mode Discussion / Re: Snaketributes
« on: August 02, 2009, 12:19:49 am »
On the topic of imp pill boxes, would a GCS pillbox be useful?

10
http://www.bay12games.com/forum/index.php?topic=25967.0

Search is your friend, third entry on the list when searching mermaids in this forum  ;)
Read it all.

As is asked on the last page, did it work? If so which method works best? I would ask in the tread but I don't know how you guys feel about threadliching, so count that last question as also being about techniques for turning babies back into batter.

11
DF Dwarf Mode Discussion / Re: Almost Dwarf Heaven
« on: July 29, 2009, 04:21:12 am »
Aquifer smaquifer, magma pipe trumps it.

Asking it to find aquifers is also adds good chance of it digging up sand.

Pages: [1]