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 - Seagoon

Pages: 1 2 [3] 4
31
DF General Discussion / Re: Fan art competition!
« on: September 10, 2009, 06:24:23 pm »
Tusks, Fire, and a whole lotta elves riding it with bows...

EDIT: and wings...

32
> Throw sock to distract the werewolf with its pungent smell, then scratch it behind the ear to befreind it!

33
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: February 26, 2009, 07:42:28 am »
hehe, looks like the OP discovered Dwarf Fortress's version of a MILF (Magma Initiated Lignite Furnace)

34
everything actualy...


Replaced the init file with another clean one and modded it to what I want, everything is now working apart from it wont let me go full screen :/

35
Seems the mod ignores any init changes if run from its launcher, any way around this? Or can I just play it from the DF.exe in the file above?

36
DF Suggestions / Re: Creating a magic system?
« on: December 01, 2008, 06:31:30 pm »
I think there should be 4 sorts of magic in DF:

1. Superstitious magic : This magic is the most common, basicaly it is a conglomeration of little practices, traditions and rituals that effect a persons life in a minor way (or minor compared to other magic) this can be totaly civi based, so one might have different rituals and magical traditions to another.
Things like minor artifacts (dream catchers for instance might ward off fell moods) and tattoos, chants, potions, and so on might come under this catagory.
Your fort may attract a witch or other such person that will move around your fort randomly attending dwarfs, each time doing some little ritual or otherwise that would help the dwarf in a contextual manner, one dwarf might be sentanced to being hammered by a noble, but the witch gives him a lock of the hammers beard and if he holds this in his left hand during the hammering he will be protected.

2. Materialistic magic : This is your classic rune's, different materials have different magical propertys in the same way they have different physical propertys. Silver runed barrels might keep food better than a wooden barrel, A gold band with specific runes on it might make the wearer more active and require less sleep (maybe with bad sideffects?). This can be extended to gems and architecture. Golems would be a very high end version of this magic. A tallent for this kind of magic might come from a mood or maybe a high enough skill. Again more mostly minor magics.

3. Godly magics, these are more traditional high magic things, but they are only in the controll of the gods and demons, or other mythical beasts. An example of this sort of thing might be the ability of dragons to breath fire. Fairies might make alot of use of this kind of magic, I like to think of them as highly chaotic and random, so they might do somthing odd like turn the sky green or make trees grow upside down, change the colour of you hair, turn your pet dog into a sack full of  Pigtail socks...
This magic might effect fortress or adventure play through magical areas, and holy sites. A ring of mushrooms might be one, or a old temple, a very deep lake maybe a lost underground city etc...

4.Finaly, Epic magic :
Epic magic is there to provide intresting story elements in world gen, a classic example is the One ring from LOTR. Another might be a rare sword like excalibur or a well of eternal youth. This is the most powerfull of magics, but will be mostly out of the players control. However it makes great reasons for quests or adventures, game driven or player driven.

37
DF Suggestions / Re: Books and Journals
« on: February 14, 2008, 08:53:00 am »
Oh well fair enough then :P

38
DF Suggestions / Re: Books and Journals
« on: February 13, 2008, 12:12:00 pm »
Well yeah, not everyone would write them, only those with artistic personalitys or somthing...

Maybe nobles could keep jounrnals related to their job? Bookeepers keep records of shortages and so on, hammers keeping records of their work :F
Mayors taking minuites of their meetings would be intresting...


39
DF Suggestions / Re: Books and Journals
« on: February 12, 2008, 08:34:00 pm »
After reading through the 'boatmurdered' stuff...

How cool would it be to find books and journals written by the dwarfs that lived there  :D

Im surprised that so few have been inspired by this idea :/


40
DF Suggestions / Re: Books and Journals
« on: February 11, 2008, 02:48:00 pm »
Heh, on the fey mood books:

"Urist has gone insane: Writers Block!"

[ February 11, 2008: Message edited by: Seagoon ]


41
DF Suggestions / Books and Journals
« on: February 11, 2008, 02:43:00 pm »
Im sure others have already thought of this but anyway:

In the dwarfs spare time, if so inclined they might work on a book or journal.
Since literacy would be rather low I belive, these journals and books can be simple picture books, generated in the same way as engravings.

A journal would be a picture book based on the dwarfs current thoughts, each time somthing serious happens to that dwarf they might write about it in their journal, along the lines of:
"This is a journal entry for Urist Doe, drawn on the page is an image in black ink of a dwarf and a dwarf, the dwarf is getting hammered, Urist is unhappy."

A book would be a fictional journal and written all in one go if there is time, each page/chapter would have an entry. An intresting idea would be to have these entrys have some narrative structure, maybe somthing akin to Propps analysis of fairytales.

The books and journals can then be sold or read by other dwarfs, and in the event of an abandonment would provide a glimpse to the adventurer exploring it of what life there was like. Undead could carry their journals around with them so once killed you could read about what happend before they died.

Dwarfs that read their journal could 'remember' the things that they wrote about and could become happy or sad depending. With books they could get a good thought, like 'He enjoyed a good book recently'. Or even a bad thought related to another dwarf reading his/her journal behind their back. I guess there could also be fey mood books as well  :D .

As for what they can use to write/draw these, stone/mud/clay tablets, paper made from pigtail or some plant (Plump helmet fiber?). Other materials can be combined to make it a higher quality book like ink from beetles or leather for the cover.

These would be a great addition in my oppinion.

Ideas, comments, thoughts?


42
DF Suggestions / Three sugestions:
« on: April 10, 2008, 11:13:00 am »
Three simple suggestions:

1. Alow us the option to turn off Aquifiers before world gen.

2. PLEASE PLEASE make walling and flooring easier, somthing like the roads/bridges have at the moment would be sufficiant!

3. give us a 'common stone only' option when building, so that we dont accedentialy build half the wall out of potash and charcoal.

/END


43
DF Suggestions / Re: One more metal....
« on: September 01, 2007, 05:10:00 pm »
Here is an idea to go along with the whole elfs getting mitheral from trees:

They get the fuel from fallen trees, but the work is done by elfs who have done dishonerable things, thus must demean them selfs to repent...

Each elf who is sentanced would have to learn from the previous dishonerable elf and produce the mitheral items that the clan/town/race needs, these items can have depictions of the dishonerable event and so on to amke them more intresting, like a fey mood...

This could be instead of being hanged/axed/hammered :P


44
Easy, waterfalls with bridges to syphon off water into storage tanks...

Anyway, my impenitrable fortress:

This is simmilar to Nilocys design but its just coincedence :P

Im going to start in the plains with a large river running through it then follow these steps:

1. divert river and build stone aboveground work town.

2. dig huge ass hole as far down as I can go without too deeping or whatever

3. construct three towers to my own design with rewall and the stone I have quarryed, one shal have farms and storage, the seconds shal have manufactureing and the third will have residential and the safehouse.
Each tower will be conected to eachother and the land around with draw bridges and have a small balista/marksdwarf bunker mounted on top.
Each tower will also have the bottom most layer mined to form stilts, this will alow water to flow under them and stop anyone from digging up into the fortress.

4, construct greenglass tubes connecting each tower, these will be used to move from tower to tower, at the same time build the windows, floodgates and pressuredoors.
These floodgates will be positioned to flood farms and provide the ability to flood the whole tower section by section if required. pumps in a smaller tower alongside each main tower will provide the ability to remove the water.

5. destroy above ground town and divert the river back to its origional course, this will flood the hole and help provide an impenitrable defence.

6. In the event of a seige, the dwarfs will retreat into the safehouse, if the seige is small, my army will man the bunkers and fight them off, if the seige breaks throigh this defence and somehow gets onto a tower, the tower is flooded till the invaders drown.
The dwarfs in the safehouse will have acsess to food and the pumps so that they can reclame the fortress after the seige.

Oh, each maintower will be sectioned off into three parts each, so that if only one needs to be flooded the rest of the fortress can still opperate.


About the only way I can think of breaking this place is to climb down the pumps, but that can be avoided by flooding the pumps from the bottom and then pumping lake water upwards


45
Portal music.

Mainly because it puts me in the right mood to be "experimenting" with my very short "test subjects".


Pages: 1 2 [3] 4