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Messages - Koji

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241
DF General Discussion / Re: So I was playing around with the int file...
« on: October 21, 2008, 07:35:02 pm »
Quote
Don't ever again try to compare a static medium with an interactive one.

Serious business.

242
DF Dwarf Mode Discussion / Re: Why not crossbows?
« on: October 20, 2008, 06:04:17 pm »
Actually, medieval (european or otherwise) crossbows were extremely inaccurate, and couldn't go very far. Their main advantage was that they hit so damn hard that it didn't matter, and you didn't need much training to use one.

They were most effective at mid to close range, where infantry with no armor could cut down scores of heavily armored opponents without breaking a sweat.

They were also extremely popular among criminals, because when you're committing highway robbery, it's pretty easy to get close to your target.

243
DF Adventure Mode Discussion / Re: You can eat roaches!?
« on: October 14, 2008, 05:43:33 pm »
Quote
Otherwise, get them to throw up and then f(I)ll a backpack from the pool of vomit.  You can eat that.

good god

244
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 13, 2008, 06:32:41 pm »
Quote
At the same time, if that's all you've got in significant numbers, you should be able to do it, maybe with some backlash among those dwarves with the "values tradition" personality facet, especially if you have proper weapons available.

Is anyone else getting Discworld flashbacks?

This could be a really neat aspect of gameplay. A player wants to use some sort of exotic method of doing things that may or may not be better, and his little society has a period of unrest while the dwarves try and figure out whether to accept it or not.

245
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 07, 2008, 07:02:14 pm »
Regarding scratches, will multiple scratches in the same area slowly open up wounds or start to cause pain? I'm envisioning a giant being swarmed by rats or piranhas or something here, and it would make some of the lamer cave monsters more interesting if you saw one and suddenly had to worry if there were enough around to swarm you.

246
DF General Discussion / Re: Temperate vs. Tropical biomes?
« on: September 22, 2008, 03:16:49 pm »
Tropical climates appear on the equatorial edge of the map, and temperate ones appear further away from it.

247
DF General Discussion / Re: Sappers in warfare
« on: September 22, 2008, 03:14:50 pm »
Guys, of course you'll be able to circumvent siege tactics through clever architecture and planning. That's called strategy and that's how a game should work.

The goblins should wise up, though. If they show up and a moat stops them, then next time they cut down some trees (or bring their own logs) and plunk down a quick bridge. If a wall stops them, they bring a ladder. If you won't come out at all, they bring catapults.

Dwarves should also get negative emotions from being inside the fort while it's being hit with catapult fire. That way you have to do something about the goblins or they will break your morale. Letting them dig through earth would also let them put a dent in your food supply, and since trade is already cut off, they can starve you out.

248
DF General Discussion / Re: Sappers in warfare
« on: September 20, 2008, 04:00:46 pm »
Invaders should at least be able to tunnel through dirt.

Dwarves dig through stone way too fast, as it is, but that's necessary for gameplay purposes. Maybe goblins should dig much more slowly, as dwarves are the undisputed masters of mining, and on an invasion, won't even bother with stone as it would take too much time, money, effort, and leave them open to an assault.

If they were smart enough to bring catapults, they should be able to smash through walls that are only one layer of stone thick. Maybe the "damage" they cause could be specially designated, and your dwarves could afterwards put things back to the way they were without leaving ugly exposed space everywhere.

Invaders should also be smart enough to not flood the entire world. Maybe if they brought woodcutters they could bridge moats and build ladders, though. That would be funny to see.

249
DF Suggestions / Integrate Legends Mode
« on: August 08, 2008, 02:23:20 pm »
Names and people and places are kind of hard to follow in DF sometimes, unless you've done some research and written things down beforehand. Why not integrate legends mode into Fortress and Adventure modes? I would love to be able to browse through histories of neighboring civs as I ran into them, much like X-Com's UFOPedia.

Pleeeeaaase?

250
DF General Discussion / Re: Holy shit, crazy demon
« on: July 30, 2008, 09:12:00 am »
demon is female
Guess how all the male elves died? ::)
In battle, or at the end of hours of excruciating torment?
For the love of flux it's a demon-god of the goblins who has waged bloody slaughter upon the elves for more than a thousand years, not some teenage fanfiction.

Yeah, what you need to watch out for are the tentacle demons. THEY'RE the ones with corrupt intentions.

251
I have played the game for a long time now, and while I find the ascii attractive and easy to interpret, I would prefer full graphical tile support for creatures, objects, and terrain. I would in fact prefer that more than any other possible change to the game Toady could make in the forseeable future.

Obviously it causes problems. It won't work with the game as it is now, things will have to be changed--but that's the nature of game design.

So Toady, if you're reading this, my number one specific wish is (optional) graphical tiles for terrain and objects. Maybe if you turned on full tile support it would switch to larger tiles or something, too, as I think the current ones might be too small.

252
DF General Discussion / Re: a kobold CARAVAN arrived?!
« on: July 21, 2008, 08:13:48 am »
If kobolds are working right, they should bring bows, daggers, loincloths, and possibly bags. The weapons will be made from copper and the clothing will be made from chitin and silk. They can make crafts, and should work with stone, bone, fabric, and leather.

Interesting to note is that kobolds cannot harvest wood, and so they make bows out of copper. A copper bow would not work under any circumstances, so that's a little weird.

253
DF General Discussion / Re: Zero Punctuation- DF.
« on: July 21, 2008, 05:40:45 am »
Wait, you don't want someone to review DF because you're afraid they'll give it a bad review?

The game is what it is. If a reviewer doesn't like it, that doesn't mean you have to stop playing.

254
I have my game modded to be a bit more like D&D, dwarves can live around 400 years and elves around 800, goblins 50-70 and kobolds only 10-30.

Fixed.

Actually D&D kobolds live to be 200 years old, but usually only make it to around 5 or 6, due to the fact that they don't employ proper safety regulations when they mine, and have a habit of getting eaten by dragons and slaughtered by well-equipped adventurers.

at least they did in 3.5, according to Races of the Dragon.

255
DF General Discussion / Jesus God
« on: July 17, 2008, 03:28:14 pm »

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