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Messages - delphey

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1
DF Community Games & Stories / Re: The Forgotten Beast Art Contest!
« on: April 17, 2011, 01:38:19 pm »
Aack! The dung beetle competition is already over! I'll upload it anyway, a quick sketch. 
Spoiler (click to show/hide)

It seems that all the drawings I've made over the last couple of weeks involve mutilated corpses. Should I be worried?

This is a Dwarf Fortress board. What did you expect?

You'll be fine. (For certain values of "fine.")

I'm pretty sure anybody who likes this game has certain character traits most would call worrisome, but I would call awesome. 

2
DF Community Games & Stories / Re: The Forgotten Beast Art Contest!
« on: March 10, 2011, 10:17:26 pm »
The cute one is great haha.  And the slightly darker version you made has that right kind of foreboding feel. 

I have to say though that the darkerdark drawings are incredibly good... I would maybe do a small paypal commision for dwarf fortress art like that.  That kind of style (with color) could really help popularize the game itself, bringing the little sprites to life. 

3
DF Suggestions / Re: Diplomats/Messengers to neighboring civilizations
« on: February 20, 2011, 12:46:10 pm »
If you aren't sure if other people have thought of things, it's a good idea to check on the devpages or use the search feature to do so.

Currently, Toady has already slated for the game to have the ability to send dwarves off into armies and invade neighboring sites, as well as have diplomatic options with those sites.

Well Mr. High and Mighty, I definitely tried the search first, and by devpage do you mean this http://bay12games.com/dwarves/dev.html ?  That hasn't been updated in god knows how long.  Or if there is a more day-to-day development plan, I would really be interested! 

I think it could be a higher priority than something like bees.  Just my 2 cents. 

4
DF Suggestions / Diplomats/Messengers to neighboring civilizations
« on: February 20, 2011, 12:34:15 pm »
So, my basic wish is I want to trigger sieges whenever I want for more fun.  My idea is to send either dwarves or messenger animals (birds, dogs, I dunno) to other civilizations.  You could give compliments or gifts to improve relations, or deliver horrible insults that trigger an automatic siege and the likely death of the sent dwarf/creature.  The effectiveness of the dwarf would be based on social skills, and sending dwarves would be better than a letter via animal. 

Not sure if other people have thought of this, but I think it would be a relatively simple feature.  It would add a layer of interactivity with the world around you, and would give an easy way for players to quickly piss off everybody around them for a good ol' time. 

5
DF Dwarf Mode Discussion / Re: Goblin thief ninja
« on: February 13, 2011, 12:04:49 am »
Thief

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DF Dwarf Mode Discussion / Goblin thief ninja
« on: February 12, 2011, 11:34:58 pm »
So I captured a goblin thief, and was bored waiting for stuff to finish building.  Decided to move his cage to dining room, and stationed 15 dwarves by stockpile if/when he escapes.  They are all at least novice in important skills, with half much more.  Steel weapons and iron armor.  The thief sent 4 dwarves to the hospital with compound fractures.  2 of which happened AFTER GETTING ONE ARM AND BOTH LEGS CUT OFF.  What a little beast.  He only stopped after getting cut in half.

7
DF Dwarf Mode Discussion / Grate Problems
« on: February 10, 2011, 07:04:42 am »
So I'm moving water left to right as shown below in an attempt to prevent nasty stuff getting through:

XXX  GXXX  Sorry if it doesn't line up well, where X is tunnel and G is floor grate.
   X  X        The vertical parts are 'open space' with no ramps. 
   XXX        The grate was placed over the hole

When water comes in from left, it drops down and fills up the bottom part.  The left tunnel fills up to 7/7, but the water will not push UP through the grate.  The right tunnel is dry. 

What am I missing?  I thought water could go through floor grates. 

8
DF Dwarf Mode Discussion / Pneumatic Pistons?
« on: October 14, 2010, 07:46:29 am »
Im wondering if its possible to make either a water or magma piston.  Have a one-tile cavity stretching multiple z-levels, with water near the bottom at equilibrium.  Put something in there that is not attached to the walls but is impermeable to liquid.  Stand a dwarf on top of it.  Hook a bunch of pumps up to a repeater so that the water pressure fluctuates up and down.  Will the dwarf have a wild ride?  I could think of some more fun too...

9
DF Dwarf Mode Discussion / Need ideas on how to use embark location
« on: August 20, 2010, 10:45:00 pm »
I'm kind of newb (one fort I kept going a few years but nothing special).  Need ideas on how to use this location.

Its pretty plain, there is a brook/river going through middle of it.  But the brook has a 12z drop waterfall, which cuts through SOLID ROCK.  Then the brook continues as normal, with 12z vertical cliffs on either side. 

I'm thinking of making a nice entrance that is about 10z levels above the flowing water, that goes across the gap.  Then have some a nice checkerboard hatch trap that will drop any invading goblins to their doom in the raging torrent below haha. 

10
DF Dwarf Mode Discussion / Re: Hunter wont Hunt
« on: May 05, 2010, 11:08:47 pm »
Haters wanna hate, hunters wanna hunt...

11
DF Dwarf Mode Discussion / Re: Defensive 'assistance'
« on: May 01, 2010, 12:49:09 pm »
Well I had 3 ambushes before making the walls so I know goblins exist.  What I didn't know is that sieges make all other humans/elves/dwarves hostile?  Really?

12
DF Dwarf Mode Discussion / Defensive 'assistance'
« on: April 30, 2010, 10:27:16 pm »
So I started my first ever fort in the middle of a human town, for no good reason.  The human town consisted of 4 rectangular forts of a few z-levels each. One of these I took over for initial living space, and then dug down for everything else. 

For defense, I have a terribly long corridor of traps outside, with a drawbridge at the end in case things get hairy.  I built a big outer wall encircling a lot of the map, using the 3 other forts as part of it to cut down on what I needed to make.

But, there is alternative method to get inside.  I have connected the 3 other forts together (all of which are full of about 20-30 humans each), in such a way that if I raise the drawbridge, the only pathway invaders can use to get to my dwarves is to go through each z-level of each of the 3 other forts, in a maze-like path so that they have to walk past about 90% of the humans inside.  Then, they can proceed via a hole in a fort wall to get me, where I have another drawbridge in case an unkillable gets through. 

Unfortunately it has been 2-3 years waiting and no ambushes or sieges, so I haven't been able to test it out.  I'm really looking forward to seeing a war.

I think this would be more entertaining with an Elven town though... those hypocrite bastards. 

13
DF Dwarf Mode Discussion / Re: Forgotten Beast composed of saltpeter
« on: April 22, 2010, 09:39:59 pm »
Oh, never mind.  Somehow my dogs have distracted him into self-destruction, even though their entire bodies have been repeatedly hit with explosions of boiling and then freezing dust clouds whenever they draw near. 

The monster did leave behind two piles of 'Ata's Saltpeter'... one is worth 11k. 

14
DF Dwarf Mode Discussion / Forgotten Beast composed of saltpeter
« on: April 22, 2010, 09:26:49 pm »
My first question is, does saltpeter in the game work the same way as real life?  My second question is, what is the most entertaining way of dealing with this menace?

Oh and his entire body is broken... it seems that in kicking some dogs I trapped underground his dust breath has destroyed himself.  But still he walks.

15
DF Dwarf Mode Discussion / Re: [DF2010] I need shells!!!
« on: April 22, 2010, 08:49:52 pm »
Hey, I tried to do this same thing, and even slaughtered a couple animals, but the hair is stuck in the butcher.  Nobody wants to take it out to a refuse stockpile.  Anybody know what I might be doing wrong?  I just added [SHELL] to the second to last line under the material_template_default.txt file where hair is listed.

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