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Messages - Innominate

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226
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 25, 2010, 10:37:42 pm »
There's another problem with the polar bears starting fires: polar bears will die of heat stroke if they even jog at a balmy 0 degrees Celsius (freezing point of water). Unless the fort was on a tundra during Winter, the polar bears should have died. As a general rule: if the water isn't salty or frozen your polar bears should be dead.

227
DF Dwarf Mode Discussion / Re: Dwarven Computer
« on: February 24, 2010, 07:01:17 pm »
Now the question to blow your mind:  Will it be able to play Dwarf Fortess?!
If you had a large enough embark perhaps. The hard part would be that the graphics are basically limited to hatches covering magma, water or nothing in either the open or closed state.

Well no I lie, the hard part would be everything. But apart from that, simplicity itself.

228
DF Community Games & Stories / Re: Blockedlance - The Next Generation
« on: February 24, 2010, 06:57:05 pm »
All those births make me realize...
Of all the dwarves who lived in this hell hole, i had to pick the impotent one.

Yes, i could blame it on the Queen, but you know i won't!

I go back working on my Billon Portal to Lesbos Island.
You know, I reckon living in Blockedlance would probably put a severe strain on your potence anyway. Also, it's possible that your lance has been, well, blocked.

You have many possibilities for Blocked lances:
  • All the blood and gore has made you unable to 'joust'
  • Your partner sacrificed their ovaries to Armok
  • You need to be covered in blood and vomit to even think about copulation
  • Chronic abuse of alcohol, rat weed and quarcaine

Really, it's a wonder anybody has children in this fortress.

229
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 24, 2010, 06:41:11 am »
I wonder when will the ETHIC tags become caste-level...
Probably never, as having civilisation-level tags at caste-level doesn't really make sense.

230
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 24, 2010, 05:21:41 am »
With the castes, Tyranids will be possible.

Very possible.
Do it. Add art and it will be amazing.

231
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 23, 2010, 06:05:20 am »
Having worldgen generate the legends page in a wiki format sounds

1. Awesome
2. Like a lot of work

Its something I would love to see done, but it sounds more appropriate as a fan-project than something Toady should spend his time on. Does anyone out there have a solid idea of how do-able this is?

One of the requests that Toady might (or might not) have time to implement in this release is exporting legends to XML.  From there it'll be straightforward.
It is difficult to properly express  how awesome that would be.

232
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: February 22, 2010, 07:30:44 pm »
in adv mode , each farming skill counts as 5+ legendary westle skill

no wonder they are that strong

How, pray tell, did you discover this?
I'm thinking a dwarf farmer ripped the arm of his bronze collossus adventurer and beat him to death with it.

233
DF Community Games & Stories / Re: Blockedlance - The Next Generation
« on: February 22, 2010, 06:42:10 am »
Maybe you should try being less rude.
Craziness, that would never work!

234
DF Dwarf Mode Discussion / Re: Illustrate Your Moment
« on: February 22, 2010, 02:35:09 am »
How about siege operators/lever pullers having a party when the goblin ambush arrives?

Player gives the "fire at will" or the "close drawbridge" order, and the dwarves are sort of like "Wait man I'm buzzing right now, let me finish this sewer brew and then I'll be right there".

Other potentially funny things (that you're certainly not obligated to draw, just perhaps inspiration :P):
  • Dwarves fleeing in terror from groundhogs until they're drafted into the military and, conversely, draftees in the military charging a dragon with no training and nothing but the (flammable) clothes on their back.
  • Woodcutters turning up, axe and all, to your desert/glacier fortress.
  • A one-square meeting room party pile. Watch as every single resident of your fortress tries to stand on top of the others and talk. Presumably, it looks like they're playing mass Twister.
  • Throwing extremely light objects (butterflies, sand, etc.) with lethal velocity in adventure mode.
  • Arrows/bolts which pierce both lungs and the heart in one shot.
  • Cats and their mind-control adoption powers.
  • Dungeon masters and their tendency to wear nothing but socks and dozens of cloaks.
  • The last moments of a dwarf (noble?) ordered to pull the suicide-lever.

235
DF Dwarf Mode Discussion / Re: More kills than Tholtig [MEGAPROJECT IDEA]
« on: February 22, 2010, 01:08:14 am »
You're planning to accumulate kills in a controlled environment and you think he'd be comparable to Tholtig?
You obviously don't get the idea of this project. It's not about being "better" than Tholtig. If you would actually read the opening post, you'll see that there is not a single phrase indicating something about being "better" than Tholtig.
It's about getting more kills. Nothing more, nothing less.

Let's recall, Tholtig wasn't an in-game dwarf - she was a historical figure that got produced during Worldgen.  There's no telling whether or not it's even _possible_ to accomplish what she did during gameplay.  As has been pointed out, the chances of a random stray arrow doing critical damage in game are fairly high over such a long history.  I'm going to go ahead and suggest that the combat calculations are vastly simplified during worldgen, which likely contributes to careers like this.

Still, it's certainly an epic project.  2500 is a _lot_ of kills, even if they are orchestrated.  I'm inclined to say _especially_ if they are orchestrated, given all the extra time that would take, setting up each kill individually.
Toady actually posted the combat calculations at one point, and I think they're for 40d.
This is only for non-critical melee hits. Essentially, a bad luck roll (note that toughness is factored in randomly, not totally) means that even your badass warrior might get stomped by a kobold (it's just very, very unlikely, and pretty much requires them to go berserk).

Of course, if your toughness is high enough you'll probably survive it. Morul survives being hit by a ballista, which is an instagib on everything from cows to dragons. He regens every wound less than yellow instantly, and is barely hampered by even red injuries. And Morul isn't even the most awesome of warriors, as his creator had to spend a lot of time doing the slow and boring trapping work (among other tedious tasks), so his toughness is only 78 or something.

Get a powerful enough dwarf this version (before attribute caps next version) and you won't die to anything unless you have terrible luck.

236
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: February 20, 2010, 07:24:01 pm »
I just realised that I gave my Warsmith (Proficient Weapon / Armoursmithing) armoursmithing and blacksmithing instead. On the considerable upside, I only realised this when his mood produced a steel coffin.

(By the way, I thought that in the event of a tie, whichever skill was first on the list got chosen for a mood?)
In a tie I'm not exactly sure (it would take ages to find out), but ties are quite rare: if you have even 1 xp more in blacksmithing it will choose that one every time [citation needed].

237
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 20, 2010, 03:13:40 am »
Murder is already kind of in, by way of the fell mood.
That's what I meant by "non event-caused" :)

"UristMcRich cancels job: Something is missing!"
That will be fun! :D
And when prosthetics are in together with theft we will get "Urist McAmputee cancels eat: Too Injured".

Also, playing as goblins would be vastly more awesome. Murder and theft would actually be fairly common.

238
DF Dwarf Mode Discussion / Re: More kills than Tholtig [MEGAPROJECT IDEA]
« on: February 20, 2010, 03:07:43 am »
Step one: Train dwarf for 10 years non-stop in wrestling.

Step two: Release dwarf to slaughter all ambushes.

Step three: At this point you might want to make armour or a weapon for them.

Step four: Burn the world.

239
DF Dwarf Mode Discussion / Re: Uniquely unsuited migrants
« on: February 19, 2010, 03:12:57 am »
Have you SEEN the Mountainhomes?  Go explore one as an adventurer some time, and you'll understand why so many Dwarves are flocking to your fortress all the time regardless of how appropriate their profession is.  Being deadweight that has to be re-trained is still miles ahead of being a resident of a non-player-designed Mountainhome.

 Put it this way: would you rather have to re-define your entire existence to live in a place where you get a cheap wooden cot to sleep on and a communal dining room to eat in, or would you prefer sleeping on cold stone and eating vermin for the rest of your life while never even doing any work (trained or otherwise) unless you happen to be a soldier?  THAT is why there's a bajillion migrants without any useful skills dying to get into your fort.

This.

Also remember that dwarves complain about not doing work.
My problem is still this
Coming to my fort= almost certain death
Mountain home= boredom
Almost Certain death !> boredom
The question is, do they know that their immigration is probably soon to be followed by death, or do they immigrate in naivety? Dwarven caravans pretty much base the tales they tell to the mountainhome on your fortress wealth versus the number of deaths that year. So if your population is small, you have to lose a huge percentage of it for people to be adequately deterred. And the only three ways to drive down wealth are trading, atomsmashing and letting things be stolen.

I like to send dwarves crazy by putting their first masterwork outside for a year. If it gets stolen the dwarf loses their marbles (at least unless they've made many more masterworks by then), and if it doesn't then they get to keep working.

240
DF Dwarf Mode Discussion / Re: Uniquely unsuited migrants
« on: February 18, 2010, 06:20:34 am »
Quote
sand sharks!?

I think I now know what my game is missing.
Spoiler (click to show/hide)
Right, how do I put those in the game? I want to show those Fish disectors that they have to do some bloody work
If you want your fish dissectors to do anything you'll have to use a different version of the sandshark. Fish dissectors only dissect things with [FISHITEM], and I'm pretty sure they only dissect vermin.

Spoiler (click to show/hide)

Note that you will have to regen a world after adding this to one of your creature raws, otherwise it won't appear anywhere.

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