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Messages - FreakyCheeseMan

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361
DF Dwarf Mode Discussion / Re: Starting out is alot more fun
« on: April 29, 2010, 11:44:26 am »
There are a *lot* of cool endgame things we can look forward to, once new features are added... I hope that after 1.0 comes out, Toady spends some time just adding more stuff that can kill you.

Underground tombs filled with undead? Or just a walled-off pit of bloody corpses, carrying an infectious disease that causes dwarves to go berserk? Dragons that can resist cage traps? Unhappiness leading to organized multi-revolts, instead of just vandalism and random assault? Tidal forces causing the magma sea to rise ~50 levels? Jealous elves poisoning your water supply? Small parties of legendary adventurers raiding your fortress? Earthquakes that... ooh. *Scurries off to make a suggestion*

362
Now there's an idea, for when fortress items don't get strewn all over the map at abandonment.

Breah hell, and hold off the demons as long as possible while mining, refining and forging as much adamantine as possible- then wall off the exit (to the surface), but store all of the adamantine in an ornately-constructed tomb/adventurer supply depot unconnected to the main fort.

For added points, make it only reachable through the underworld, and build a tiny "Staircase" fortress nearby.

363
DF Dwarf Mode Discussion / Re: Some Seriously Epic Caverns
« on: April 29, 2010, 11:26:02 am »
*Grins*
Glacial maps are always awesome- I think they're one of the few things that actually got worse in the new version. There was something very fun about trying to keep a fortress alive, fed and boozed in a giant ice cube long enough to build a megaproject scale magma melting chamber.

The all red dwarf is interesting. Better get him an epic name fast, though, I have doubts about his survival.

364
DF Suggestions / Re: Magma Drill
« on: April 27, 2010, 06:04:10 pm »
Oh yeah?  You still can't have an underground perpetual wind tunnel!  (although it would be cool to have thermals and such)

I just had a wonderful, wonderful realization.

There is a very solid chance that, given the complexity of dwarf fortress, some of the stated goals, and the general design philosophy, that there will come a day when I build a fortress with Positive Pressure to keep it safe from airborne infections from outside.

365
DF Suggestions / Re: RAGE Virus (and more syndromes in general)
« on: April 27, 2010, 05:59:23 pm »
I'd like to see an enemy that singled out and infected open water supplies, and caused mass vomiting.


...The gaseous-night beast sounds awesome, although we'd need day and night cycles for that to really work, and since days pass by so fast in this game...still a cool idea..you could mod around with the miasma or something to get an effect like that..

That wouldn't be easily possible under the current version, though it would be cool. I think we could get *close* to water sanitation, though- give any dwarf that drinks from dirty water a % chance of spawning a random infection.

366
DF Dwarf Mode Discussion / Re: Urist McTzu's Art of War
« on: April 27, 2010, 01:24:52 pm »
Methods that require fewer special resources are preferable to those that require more

This doesn't seem very dwarfy.

For example, let's say a fly lands on your syrup roast. Do you:

a) Dig out a magma reservoir in the area above the dining room, fill it with magma pumped from 100 levels below using obsidian-block screwpumps powered by perpetual motion machines, as well as double redundant platinum drawbridge airlocks to keep dwarves out of the dining area while you flood it with magma and pump it back out into an adjacent chamber to be used to generate steam from the waterfall on the level above.

b) Shoo it away.

Surely the correct answer is obvious?

Well, by "Special Resources" I mean things you may not have at *all* on some maps. But yes, in general, a good dwarf always works to minimize efficiency.

367
DF Suggestions / Re: Neuter your pets
« on: April 26, 2010, 11:10:08 pm »
Hammerer.

368
DF Suggestions / Re: Dwarf Surgeons Get Strange Moods
« on: April 26, 2010, 08:37:58 pm »
And that, children, is where Forgotten Beasts come from.

369
DF Suggestions / Re: Neuter your pets
« on: April 26, 2010, 08:11:56 pm »
*Nods*
It really is.

370
DF Suggestions / Re: Recovering from Civ Wipeout
« on: April 26, 2010, 08:08:05 pm »
So, basically a normal game then, except instead of a bunch of having a bunch of useless nobles show up who make demands and refuse to work, the game takes one of your best dwarves and turns *him* into a useless noble who makes demands and refuses to work?

You, sir, are a masochist.

371
DF Dwarf Mode Discussion / Re: Love the Hospital!
« on: April 26, 2010, 07:33:39 pm »
I'm very fond of the Hospital System as well. I've dug out a large, grandiose area for that purpose, though I'm still furnishing it, and after the culling of 509 I didn't have the dwarf power to do much beyond finish cleaning up the bodies.

And I've found my sig of the week.

372
DF Suggestions / Re: RAGE Virus (and more syndromes in general)
« on: April 24, 2010, 04:46:25 pm »
Maybe there should be a way to force a certain creature to develop a disease at specific or unspecific points in it's lifetime? We could give elves a small chance to go stark raving mad (or crazy/ill to a lesser degree) once a year after a certain age. Make them suffer for their immortality.

I like.

Actually, after a while I think that plague should be something that just happens to your fortress, like siege. Maybe have some method of introduction- traders, animals, invaders or the water supply would be good- but really, not *that* much realism would be lost if you just said that there's an x% chance every season of plague, in which case a random dwarf if afflicted with a random illness.

373
I think the biggest reason Elves and Dwarves fight is over what should be done with the corpses of their enemies.
Elves: We should eat them!
Dwarves: No! That's disgusting! We should make art objects out of them!

374
DF Gameplay Questions / Re: Tech Question
« on: April 24, 2010, 01:44:19 pm »
The only thing that would even touch the hard disk with DF is saving/loading.

Just make sure you have enough ram, and a really fast cpu. Ideally one with Intel's Turbo Boost or AMD's Turbo Core (they're the same thing).

EDIT: When you say computer, do you mean "laptop"? I ask because you mention a 5400 rpm hard-disk, which have only really been used in laptops for years. Laptops are a whole different ballgame...

Yeah, specifically I'm looking at a MacBook Pro- pretty much certain I'm getting something in that family, just trying to decide the specs.

Dual-core processor will have turbo boost, I think the result is something like 3.7.

375
DF Suggestions / Re: Extracts to traps!
« on: April 24, 2010, 01:40:39 pm »
I love comments about Dwarven morality. This is a society in which murder is legal, as long as you build something nifty out of the body.

As for trap balance- they're already unbalanced. Actually, poisons could be used to *make* them balances- nerf traps so they need poison to be really effective, so you have to put some work into them if you want a trap-based defense.

I think the real issues are probably just programming time, but I certainly hope it's coming. Would be a nice use for blowguns- let you use blowgun traps that work solely as a poison delivery system. Wouldn't be good for much, though, unless we did one of my other ideas (make non-cage-trap ways of capturing enemies, if they're knocked out, and make cage traps less effective).

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