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Messages - ElthMysterius

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1
DF Dwarf Mode Discussion / Re: Dorfs walking on water!
« on: January 12, 2012, 11:33:14 pm »
I know this is entirely off-topic, but why didn't you just upload the image to tinypic and use some IMG tags?

Spoiler (click to show/hide)

I'm sorry but that image was posted in such an obtuse way that I had to comment.

2
Dear Dwarves of Raceboulder,

So... you might've noticed that you've all been evicted en masse. Every single one of you is going to have to fend for themselves in the wilderness.

As to why this is happening... like hell I'm gonna rememorize everything about this fortress that I forgot about since last time I played, months ago.

So... have fun wandering aimlessly!

Sincerely,
That guy

3
DF Dwarf Mode Discussion / Re: Dwarf Fortress- Story or Game?
« on: July 18, 2011, 11:17:17 pm »
I'm pretty sure Toady wants this to be a story generator as much as a game. Right now, the fun of Dwarf Fortress is mostly through playing, but you see the early elements of the end goal already. Everything notable is written down. Important actors have histories. One of the upcoming releases is all about personalities and motivations. He wants every generated world to be a living, breathing place full of interesting people with their own backgrounds and goals in life. What the player does is contribute to the world, playing a small ( or even big ) part in the grand scheme of things.

As the game gets more and more advanced, we'll start seeing these elements come together. To quote Toady, "we don't want a cheap fantasy universe, we want a cheap fantasy universe generator". And what would be a cheap fantasy without a story?

All the great Dwarf Fortress epics like Boatmurdered and Headshoots are just the beginning. Imagine all the depth and complexity every fort will have later on. Dwarves will have family ties, religious and political factions, goals and fears, needs and wants. Civil war! Peasant uprisings! Holy wars! Murder! Treachery! We already have some of these things. It only gets better from here, folks.

4
Other Games / Dwarfs!?
« on: May 08, 2011, 04:38:05 pm »
http://store.steampowered.com/app/35480/

Personally, I'm not gonna be buying this because it looks like a shallow ripoff.

Discuss.

EDIT: I guess the forum's search function doesn't really work then, because I couldn't find any other threads about this game.

5
I'm all for giving him a nice tomb and a ceremonial 'put to rest', so to speak. Let him return to Armok so he may live free of earthly needs, like working hands.

Really, he's just above 'permanently paralyzed' in terms of usefulness.

6
...when you don't bother searching the forums for the dozens of threads exactly like this one.

EDIT: Well maybe not dozens but you get the point.
http://www.bay12forums.com/smf/index.php?topic=75012.msg1877906#msg1877906
http://www.bay12forums.com/smf/index.php?topic=24593.msg276953#msg276953
http://www.bay12forums.com/smf/index.php?topic=916.msg11857#msg11857

7
DF Dwarf Mode Discussion / Re: Ghosts grow up!
« on: March 31, 2011, 11:27:38 am »
That gives me an idea for a suggestion.. if you managed to keep a dwarf alive long enough that they die of old age, they could come back as a 'peaceful' ghost, having lived a long life free of painful or violent death. Their 'hauntings' would give happy thoughts as they would comfort relatives or troubled dwarves. Though it wouldn't make much sense if they came back because of improper burial. They oughta still get mad about that.

Still, dwarves very rarely live long enough to die of old age, so a benevolent ghost would still be special enough. There are enough stories out there with mystical but helpful spirits lending a hand to the living from beyond the grave that it would be a reasonable addition to DF.

To stay slightly on-topic though, ghosts shouldn't really be able to age at all once they shed their mortal coil. So it's a good thing that it's on the bug tracker.

8
DF Dwarf Mode Discussion / Re: Most insane forgotten beast incident?
« on: March 31, 2011, 08:16:31 am »
This one isn't insane per se, since it didn't kill any dwarves, and it got lost in a crash, but I still find it so amusing that I want to share it again.

My military had just recovered from the last FB's syndrome that rotted most of their flesh off and left them blind. So I decided to have them explore the caverns a bit, since OBVIOUSLY they'd be badass enough by now. So yes, I had blind, horribly scarred dwarves on a recon mission.

Anyway, they get to a large cliff overlooking a lake, and I stop for a bit to think about what kind of awesomeness I can wring from that... when the giant green glass lobster with a trunk and deadly cave-in dust ( that I had forgotten about, har har ) decides to come check it out too.

So I think "Oh, well they'll just swarm it. Steel is harder than green glass right?" And as they're NOT heading towards it to swarm it, I suddenly remember they're blind... Oh, well I guess I better rewall that opening then.

Then it happens.. The giant cave-in dust cloud billows out and engulfs my brave, brave military. I brace for the worst... and when the dust settles, the beast is nowhere to be seen, and my dwarves are just standing there confusedly, completely unharmed ( for now ). I look around, and find the lobster down in the lake, minus one pincer. The stupid thing propelled itself off the cliff and into the lake, saving my dwarves from a glassy, snippy death.

End result: The lobster ended up sitting in the exact spot it fell until the game crashed. My military contracted yet ANOTHER full-body flesh-eating blood-swelling disease, and they survived that too. I had a very good laugh.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 24, 2011, 10:18:57 am »
I'm currently trying to mitigate damage from around 6 goblin ambushes ( just a sneaky siege, really ) that killed half my population and are now sealed out. A hauler had about two dozen bandages and stitches in him before succumbing to infection.

Immediatly, a wave of other haulers ran to his dead body, ripped out all of his stitches and wrappings, then put it all back in the stockpile.

That can't be sanitary.

10
It MIGHT be because I'm loading the map in version .22, but a lot of the tiles are messed up, especially rock and plants. Nevertheless, I'm currently uploading the map.

http://mkv25.net/dfma/map-10200-failcannon-failcannon

Add some Points of Interest! I seriously can't make heads or tails of this giant clusterfuck.

Also, here's the captcha code the site gave me when I uploaded it.

::::)

11
Do you guys mind if I download the save and post the fortress layout on the DFMA? It'd be fun to see the glorious acidic lake in all of it's glorious glory.

12
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: March 18, 2011, 10:23:31 pm »
Was almost done slaughtering a small village when suddenly I was forked in the back of the head. Despite wearing a bronze helm, and despite the fork being made out of copper, it tore apart my upper spine, leaving me completely defenseless as the townsfolk beat me to death.

Remember folks, forks are deadly weapons. Think about that next time you put one in your mouth.

13
DF Dwarf Mode Discussion / Re: You know you're a dwarf when...
« on: March 18, 2011, 05:06:59 pm »
When you think biting a forgotten beast that bleeds deadly poison is a good idea.

14
DF Dwarf Mode Discussion / Re: Version 0.22
« on: March 17, 2011, 06:20:06 am »
I hope you are wrong  :(

He/She's not. Last version was released on the 6th of March. On the 13th, Toady said he was about halfway done. So at the very least it's gonna take another week or so.

15
The process, as I understand it, goes like this

Dwarf gets injured, goes to the hospital and is designated for diagnosis.
The diagnoser looks at all the tissue layers on the dwarf and sees which ones are torn, broken and such, as well as any other general conditions (syndromes, infections etc)
Every injury needs cleaning. A single 'clean patient' job will take care of all wounds at once.
Torn 'soft' tissues generally need sutures and bandages. They won't affect a dwarf's work otherwise though, unless nerves or ligaments were severed.
Broken bones need to be set. Simple fractures only require a 'set bones' job, but shattered bones and compound fractures require some surgery and a traction bench. (Not entirely sure about that part. Correct me if I'm work)
Limbs with broken bones will require a splint or a cast if they want to remain functional while they heal. (This is the best part of the new health care IMO)
Necrosis (rotting tissue) is usually cured by surgery cutting away the affected tissue.
Severed limbs, strangely enough, don't seem to require ANY treatment, since the game doesn't 'see' an injury.

The one part I'm not sure about is damage to the central nervous system. I don't think I've ever seen a brain injury that wasn't fatal, but I'd imagine my dwarves aren't very good brain surgeons. I think I've seen them operate on the spine, but I don't think it helped much.

Syndromes and associated conditions currently don't have any treatment. So your dwarves are stuck being nauseous, feverish or in pain until they get over it.

Just now I kinda realized I went a bit off-topic from the OP's question. I know that in 40d, every season, the game did a check on every injured dwarf to determine if they healed up a step or not. In the new version, it works just as Girlinhat said. As I understand it, the number denotes the amount of time it takes to heal. I don't think anybody ever figured out what those numbers mean exactly, just that lower is faster.

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