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Topics - triato

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If they bite me in human form wil I become a werebeast?

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DF Adventure Mode Discussion / mummy disapearing when reaching water
« on: January 16, 2013, 07:31:18 pm »
Searched for mummy and water and found nothing about this.

I was roaming the catacombs and found a goblin comander. The catacombs are bellow an unfinished or destroyed temple and can only be reached by jumping into a pool aparently, I have not travelled further than the goblin comander room but elsewhere canīt find an exit. There is also a mummy room wich I almost emptied of skeletons (two are just by the side of the coffin).

I made a goblin follow me so he would be the one disturbing the mummy, after that made the mummy follow me with the intention of taking it to the gobling comander and watch the fight while sneaking. The idea was to reach the pool cross it and have the mummy take the long way so I could position myself and wait for it in a corner of the goblin comander room. I didnīt knew if it would work since I donīt know if mummys enter water or not, but decided to try anyway. The thing is, uppon reaching the pond the mummy disapeared, but when trying to climb the edge I could not. I reached the same spot going trough another passage and could not step into the tile where the mummy disapeared, I searched for the coffin and found it empty. After that I waited for an hour and was able to walk trough the tile again, coffin was still empty.

So, is this a bug, can someone explain? or make fiction about it?

I got a bit disapointed since I canīt defeat the goblins in the comander room.

Also, if you kill a quest target and retire, can you come back and report the kill to finish the quest? Retiring is the only way to leave the catacomb.

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DF Suggestions / sounds sugestions (adventure mode)
« on: December 17, 2012, 12:41:15 pm »
Sound direction.

Maybe you could get a direction when you hear a sound in the game like:

You hear a low boom, it comes from the west.

Or maybe based on the observation skill you could get:

You hear a low boom, it seems to come from the west or maybe NorWest.

Or:

You hear a metal ching, it seems to come from everywhere.

Proximity

You hear a low boom from the east, it seems to come from far away.

Or:

You hear a low boom, it seems to come from everywhere, you canīt tell if its near or far.

More sounds

Creatures near you but which you canīt see may make some sounds like:

You hear steps to the west, the seem to be near you.

Or you hear splashing to the east from far away.

Terrain context

Creatures in water may make splashing sounds, in forests leaves or branches crushing, etc. Some terrains are more likelly to cause sounds.

Ambient sounds

Near waterfalls, in windy days, etc. Ambient sounds could hide other sounds. I donīt know the best way to anounce this sounds, but there could be a one time anouncement like:

There is the sound of constant laugh and chatering (taverns)

And when you leave the sound area:

You donīt hear the sound of constant laugh and chatering anymore.

Same with waterfalls, wind, etc.

I think expanding sound detail could improve immersion and gameplay.

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DF Adventure Mode Discussion / you hear a low boom, you hear a metal ching
« on: December 16, 2012, 02:05:43 pm »
Was wondering a 2nd level cavern and disturbed some rats, after I hear a low boom again and again and afterward I hear a metal ching too.

Searched around for some time but found nothing, eventually got far from there and stoped hearing anything.

Also, Ive travelled 2 map (Shift Q) tiles and have not found any animal life.

So, I donīt want to spoil the fun for myself, but also am very curious about the unexplained noises wich I may not find again. Any clues about how to find the source? Is it worth to spend time searching or should I continue untill eventually it happens again?

I donīt usually play that much so it may never happen.

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DF Adventure Mode Discussion / Where am I
« on: December 11, 2012, 01:25:20 pm »
I was travelling in a town when the infraestructure screen told me I was over something like a temple (dont remember the name but sounded like that). I entered a big square room with pasages around that had many dead peasants in spaces nex to the walls. I started sneaking and found a room with a coffin wich I leaved inmediatelly (having heard the mummy stories) and afterwards I found a captain wich saw me and almost killed me before I ran leaving my companions to die (I blame them for being spoted). Ath the bottom of the big square room Ive found a big pool of ice. I am not taking many risks becouse I am an unexperienced hero.

So where am I? IF THIS IS A TEMPLE THEN WHERE IS THE PRIEST?

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Spears, pikes, wips, etc. The idea is for them to be able to strike 2 tiles away, for some maybe even 3. Weapons would also get a penalty when used outside their optimal range.

Whips could also get a bonus in wrestling.

Other wrestling weapons could be implemented

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DF Suggestions / closing the gates of hell (spoilers)
« on: November 17, 2012, 03:32:59 pm »
As I understand it, it is imposible to survive opening a passage to hell. This sugestion makes it posible but very hard and also gives the adventure mode player something to do as a quest or by his own initiative.

DF mod

Instead of having a continuous flow of demons, they would come in waves, big and strong waves. The thing is to give the player time to cap the hole after he defeats a wave.

The hole can be capped with adamantine walls.

Before the wall, an adamantine hatch or door can be installed, it will eventually be destroyed by demons, but it will slow them down.

If the things above seem to easy, some of all of the following can be done:

Some time after opening hell, a big explosion creates new tunnels that reach the closest cave, this would counter the tactic of making a long corridor that can be capped far away from hell entrance.

Having a simultaneus night creature/undead/etc. invasion above (or similar). The argument is that demons call evil to them.

Hell can only be closed at entrance, the adamantine wall you make should only touch other adamantine walls (natural or constructed). The argumet would be that adamantine is holy or simply too durable for demons to destroy. After all, Hell is enclosed in adamantine right?

Wave strenght and numbers could be somewhat randomized. The argument is that not all the demons in hell are just waiting at the place where you are mining.

Your depressed dwarfs turn hostile. They may also become monsters somehow (Doom style)

Your dead reanimate and become hostile (some may be friendly too). Other dead creatures in your refuse pile reanimate too.

Plagues, husking clouds, etc may be generated from the hole, this effects may have a short duration and come with every wave.


You can make up other mechanisms to make it posible but hard. I think that if all of them are implemented it would be imposible to stop the demons, maybe it could be done if the hardening mechanisms are randomized (you may get only the demon waves, have a few hardening mechanisms or all of them).


Adventure mode.

In Dwarf talk several scenarios have been discussed about a hell breaking scenario. In general the idea is for it to be a really big trouble for the world with demon numbers increasing in the surface. The posibilities range from a demmon army invading all the land as a united force, to demons spliting into groups and fighting among themselves.

I sugest 2 more posibilities:

Portal scenario

The first demons to enter conquest the fortress and not wanting to share power with the demons still in hell, close the entrance with a magical portal that lets only the demons the choose get in. In this scenario demon population above ground increases slowly and fewer powerfull demons are spawned.

Portal can be created in other ways like taking the adamantine sword or when the stars are right a portal can be created in the surface (maybe those portals can have a limited duration).

The adventurer can use magical items or eventually maybe even his own magic to close the portal. But if he does not destroy their presence in the fortress, other demons may reopen the portal.

Becouse of how dire the situation is, other powers may be involved like gods, angels (if implemented), etc. All races are more likelly to get united (not goblins) or at least stop their wars. If dwarfs open hell they may get attacked or denied trade.

Direct passage without portal

A worst case scenario, either the demmons getting in at first are not that selfish or they belive themselves powerfull enough to boss wichever demons arrive afterwards. Demon population in the world increase faster and lots of powerfull demons enter the world.

An adamantine door or hatch was to me taken to cap the hole. Becouse of the weight you have to take companions.

Becouse of how dire the situation is, other powers may be involved like gods, angels (if implemented), etc. All races are more likelly to get united (not goblins) or at least stop their wars. If dwarfs open hell they may get attacked or denied trade. All of this is more likelly in this scenario.

A direct entrance would make it more likelly to have more ill effects on the land over the hole and in the fortress, evil type biomes could spread fast, the passages of the fortress could become contaminated, husking clouds could be generated, etc.

I realize not all of this may be posible now, and that some features may need to be implemented before.

What do you think?

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DF General Discussion / dorfy things that happen to you in real life
« on: November 17, 2012, 02:51:40 pm »
As the tittle says, post things that happen in DF and in your life.

Today my dog bite my upper tooth (lightly while playing). I thod that could never happen in RL but it did just as in the game my dog tried to bite my hand that was in front of my face but missed and since I was moving forward and laughing he catched my upper front teeth.


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DF Suggestions / Fountain of... (sacred sites)
« on: August 01, 2012, 03:04:06 pm »
youth, healing, truesight, strenght, etc.

The idea is to have randomly generated fountains that make miracles in the world. They may remove curses, syndromes, conditions, rejuvenate you, change your race, etc.

I think they mostly should:

Not apear on the map unless you get info on how to find them.

Have their location known by few.

Be guarded.

May gave secondary effects.

Info on them might be on books, or known by a few.

In legends it could be read something like Urist McHero found the fountain of flight in the year xxxx

In dwarf mode fountains could be randomly created in temples if the temple fullfills certain conditions, something like making an artifact but much more rare.

The main idea is of a magical, secret, powerfull, etc place. It may be a fountain, a tree, a statue, a stone, a cave, a pool, etc.

This sacred sites may be corrupted by evil entities or even resanctified by heros and priests in dwarf mode, adventure mode and in legend mode.

Hope you like the idea

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DF General Discussion / tiles and music
« on: September 27, 2009, 01:35:16 pm »
Hello,

I am just learning the game, remembering all the symbols is hard for me, so I searched for tiles and found the Dystopian Rhetoric tiles. They help a lot but I miss the music that came with the game when I firts downloaded it. Is there anyway to have both?

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