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Messages - melkorp

Pages: 1 ... 18 19 [20]
286
DF General Discussion / Re: Is DF a communist game?
« on: January 06, 2010, 04:22:49 pm »
The "system" at work in DF, whatever "ism" you want to call it (ASCTHEIISM?) definitely feels, to me, inherently divided into two phases: the Good Old Days (Bolshy, idyllic, wild)  and the Occupation (Fascist, dystopian, civilized). 

It's like you're recreating Deadwood everytime you play: if you succeed at getting the $$ to flow back towards your civilization, Hearst comes into camp and promptly has a certain legendary miner killed..

I think the nobility should be fascist!  Primae Noctis!  Mandates for Dwarven Bone Furniture!  They should generally grow so heinous and  intolerable that the army or the most put-upon tradesguild starts Dabbling in Conspiracy or Assassination.  Violent revolt, secret societies, fortresses awash in the blood of overthrown despots or failed revolutionaries, decapitating the government from within while fending off seiges from without: these things would be Dwarven and Fun.   

287
I would just like to note that people are discussing the physical effects of condensates on living tissues via contact in a game that represents everything as little @'s and g's.

Noted!

288
DF Dwarf Mode Discussion / Re: The Deep Roads
« on: December 13, 2009, 11:13:51 am »
[create four forts on each side of the planned embark area, and remove the tiles bordering the destined area at the same Z-level. Then when making the fort you actually want, do the same across the entire border.

Science!

289
DF Dwarf Mode Discussion / Re: The Deep Roads
« on: December 13, 2009, 12:47:34 am »
Goblin highway style, anyone?  5 tile wide ramps from all edges of map to a central depot rather far underground? 

290
DF Dwarf Mode Discussion / Re: ΘπÆ┼
« on: December 08, 2009, 01:39:45 pm »
The heraldic banner of Shipgods

ˆ

Come trade in our famous courtyard!  (Watch your step)

291
DF Dwarf Mode Discussion / Re: Entrance Designs
« on: December 02, 2009, 11:00:35 am »
Accomodating a trading depot indoors feels wrong somehow, I always put it outside in a courtyard w/walls, moats.  Legendary field of vomit=bonus. 

292
DF Dwarf Mode Discussion / Re: Tourism
« on: November 30, 2009, 01:49:31 pm »
A long-running fort where I paved the sky

"Uh...nice day today, Urist."
"Yes, Cog.  It is a nice day."
     (Pause)
"Pretty much always a nice day since you, uh..."
"Paved the sky."
"Ha, yeah!"  (Pause)  "Yeah.  The...sky..."
"You're crying a little bit, there, Cog."
"I guess I am, Urist."
"It's 50% gneiss."
"What is?"
"The sky."

Balanceships: Nice day today! 

293
DF Dwarf Mode Discussion / Tourism
« on: November 30, 2009, 12:51:10 am »
Teeming schools of glittering anchovy and majestic bat rays.  The hypnotic rhythym of a beautiful ASCII wave on the wet yellow sand.  Fairy butts twinkling in the mist.  Driftwood: abundant, aesthetic, useless.  Half the dwarves of Moonrope are fishing while the other half drink.  A modest seaside grove of deciduous trees ensures just enough barrels and beds for fine dining, leisure, and masterful, Elf-sickening carpentry, while discouraging the establishment of a noisome, potentially stressful charcoal-based steel industry.  (In five years it'll be a z-level-thick carpet of blood, vomit, chunks, and silk goblin thongs but right now) Moonrope: Paradise! 

Describe your current fort as if commissioned by your Office of Tourism.  Make all negatives sound positive, no matter bad your situation is (half the population currently on fire, rivers choked with dead, etc).  End with Fortress Name: Slogan! 

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