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 - Kobold6

Pages: 1 2 3 [4] 5 6
46
DF General Discussion / Re: My new fortress artifacts...
« on: November 14, 2009, 10:07:36 am »
First off, WHAT iceberg? 

Secondly, water spinning?  Is it made of the previously mentioned iceberg? 

Thirdly, I think that spinning water is awesome.  How do you make it spin?

...which I suppose is bad, because it shows I don't want bugs to be fixed.  Somewhat.

Throwing water melted from the metaphorical iceburg of dwarf fort's unlikely occurances would be awesome, perhaps its unworldly consistency of perpetual motion machines and ever-warm magma gives it enough surface tension to spin without spraying water everywhere.

Edit: Yes I know these things are actually impossible and not just unlikely. But it's amusing non the less.

47
DF General Discussion / Re: Topic Vote - Dwarf Fortress Talk #5
« on: November 14, 2009, 12:34:38 am »
I think I'm happy to wait and see what the battle specifics are when the next version is released.

I'm pretty interested in seeing more variation in the game, so I'm going for culture.
Adventure mode is pretty tempting though.


48
DF General Discussion / Re: My new fortress artifacts...
« on: November 14, 2009, 12:10:42 am »
Dwarven statistics: When something is considered unlikely, the presence of dwarves increases the likelyhood of the unusual event occuring.

Agreed:  I present you all with the irrefutable evidence of killer carp.  Also of dwarves willing to die for socks.

And that's just the tip of the iceberg. My favourite thing in adventure mode is being able to take water out of a waterskin, throw it such that it spins, and then watch it break the arm of my target.


> Kubukilir, Lancejoy: A magnetite trumpet
> Maybe somebody controls it with a magnet nearby or something.

That's a really hilarious concept, mostly because it's remotely plausable.

49
DF General Discussion / Re: My new fortress artifacts...
« on: November 13, 2009, 11:38:14 pm »
Dwarven statistics: When something is considered unlikely, the presence of dwarves increases the likelyhood of the unusual event occuring.

50
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 12, 2009, 02:18:14 am »
B) Allowing modders to somehow address the average amount of dislikes/likes of dwarves for each dwarf in a similar manner to the personality system? 10-50-100 (min, average, max)?

Urist McImmigrant has been unhappy recently. He was talked to by a detestable creature recently. Urist McImmigrant like green glass, microcline, and star sapphires. He absolutely detests Dwarfs for their illogical mega projects.

51
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 11, 2009, 09:50:10 am »
The kobold language is based entirely on how we used to talk to our cats growing up.  The nonsense words would have a roughly consistent meaning for days at a time, but it was very fluid overall, and it's not really about communicating novel ideas to people, especially those that weren't around when a given word became attached to a given object.

Story:
Out of curiousity of how the DF Kobold society would work, I sent my good friend Urist McScholar to visit a Kobold cave where he tried to learn their language and culture... He was met with many many new words, a renewed love for stonecrafting, contempt, a missing axe, being stuck at the bottom of a pit for a few days, and the discovery of a missing artifact. But his mission was not a failure (he was not dead), and some interesting facts about Kobold culture would be revealed to the mountain homes.
tl;dr: Dwarf studies Kobolds.


Toady One: Feel free to leave questions unanswered if you haven't thought about the answer.

Do Kobolds have fixed names as implied by world gen, or would they frequently change their nicknames?
Using permanant names would likely mean that Kobolds choose not to establish fixed words and that the dynamic nature of their language is cultural. This helps to define whether a Kobold can learn other languages where words are established permanently.
But since DF isn't always logical, and this isn't a scientific experiment, I can ask:
Can a Kobold learn another language?

Does a Kobold prefer to reuse an old word or try to make a new one.

Spoiler (click to show/hide)


I don't think these were all of the ideas I had, but they seem to be the most interesting ones at the moment, that and it's late and I need sleep.

52
DF Suggestions / Re: Small Suggestions Thread
« on: November 11, 2009, 08:21:18 am »
Not a very serious suggestion but the idea struck me as a very Koboldish sport...


Kobolds should try to steal clothes off dwarfs and run away with them.

53
I don't think I could think of a question that isn't: a disguised suggestion, already asked, already answered, or about Kobolds.

Regardlessly I'll try to think of something interesting, perhaps it'll be in those categories.

I look forward to hearing other's questions.

54
DF Community Games & Stories / Re: Above OCEAN game?
« on: November 09, 2009, 08:16:28 pm »
Wait... Is it a volcano next to an EVIL ocean?
If not, I have to look for something else.

Yea, it's not. Probably best to keep searching.
You probably already know to crank up evil on the world gen parameters, but that will stop elves, humies and dorfs from being so common.

55
DF Community Games & Stories / Re: Above OCEAN game?
« on: November 09, 2009, 07:57:18 pm »
Ok... If I failed at genning a world (I probably did), can I use yours for this? I'm trying to have a sucession game.  Should've made that clearer...

Yea, it's fine to use (I wouldn't have posted it otherwise), I just did a re gen and the seeds are solid.

56
DF Community Games & Stories / Re: Above OCEAN game?
« on: November 09, 2009, 07:21:29 pm »
Haha, I took this above ocean challenge a bit too far. I've decided I'd make an engraved obsidian fortress casted over the deep ocean soil layers, it took a while to find the perfect embark site. It's 3x6 for fps reasons. If someone can point me to an image hosting site, I'll post screenshots of the embark location.

These parameters are for vanilla DF make about 3-4 suitable seaside locations per gen (just an estimate), and about 1 deep sea soil location about once per 3-4 gens.

My embark location is 9 down and 3 across on the world map, directly left of a human town. It is sedimentary on the shore, so bauxite and magnetite should be there, though I haven't any while setting up my basic camp.

I haven't finished a re-gen yet so this might not be it, but I'm 95% sure.

Spoiler (click to show/hide)


If you're really keen about finding the perfect embark spot you'll probably want to figure out how to make hundreds of little oceans, I've seen it done with mountains.

57
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 09, 2009, 06:30:27 pm »
Ok, question that is completely unrelated to the topic(s) currently under discussion, and likely not to be implemented in this release (unless it is an oversight and not deliberate). Why do Siege Engineers not get artifacts when all of the other reasonable vanilla professions do?  Is it an oversight, and if not I'm curious as to the reasoning behind that decision?

I was quite irritated to find that tanning was a mood-able skill, means I can't just enable it on all my haulers or I'll end up with a legion of legendary tanners.

58
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 09, 2009, 05:59:02 pm »

Are kobolds like gremlins? (edit: As seen in the movies)

What movies were those?
The Gremlins movie. I think I saw it once a long while ago. Basically they wreak general havoc and chaos, like a malevolent evil type. Although I don't think they were neccesarily out to kill people, just make life miserable.

I think that Kobolds would eventually have their own flavours of mischief. A Kobold might prefer to set traps for your dwarfs or pets, once invaders can make buildings of course. From the little I can gather about the movie the Gremlins don't
sound as sneaky and tactful as I'd expect a Kobold to be.

Lever pullers would be easy to deal with, because a few lever/support/magma traps would become a very efficient anti-mischief trap. If they want to be really annoying maybe they would disassemble levers- just another reason to keep them out of your fort!


Edit: removing off topic stuff.

59
Wow, I don't think I've noticed such an interesting genned world in my experience.

Also: death to the elf merchants!

60
DF Modding / Re: cats with weapons
« on: November 08, 2009, 07:39:45 pm »
You can be lazy and download another's mod.

http://dffd.wimbli.com/file.php?id=1478

Pages: 1 2 3 [4] 5 6