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 - cog disso

Pages: 1 ... 17 18 [19] 20 21 ... 29
271
DF Suggestions / Re: "Au chaton d'or", AKA Dwarven cooking...
« on: October 26, 2010, 07:02:53 am »
Have Cooks and Brewers go into special versions of Strange Moods, simply called "Inspirations". They would be able to demand nearly ANYTHING, and once they've "invented" a Fortress Specialty, it enters the world's list of what is and what is not considered edible. "Fricasee of Kobold", for instance, would be a rare instance of dwarves eating a sentient, but only after an Inspiration. "Obsidian Fondue", "Rat Weed and Giantess Tallow Eclair", etc.

Failed Inspirations don't result in Berserks, but in mass food poisonings.

272
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 26, 2010, 06:26:36 am »
Progress on the 3z-level, fully engraved all the way down, skylit, GINORMOUS dining hall is slower than expected, but the advantage is that by the 3rd Z-level, my miners are all legendary.

Unfortunately, I didn't really plan the housing situation ahead very well, and the dwarves are not thrilled about the perma-barracks. However, once I get the dining hall finished, I'll radiate the dormitories outward from it. This is all part of my plan to lock the entire fortress in downstairs, walled away from the topside, and not digging down far enough to get to the caverns. From there, sealed in their little biodome of luxury, we'll begin the madness of turning the entire populace into a military.

273
DF Dwarf Mode Discussion / Re: Mebzuth The Surrealist Engraver
« on: October 25, 2010, 05:23:23 pm »
My mason is, at present, making several dozen statues of seafood he'd like to eat: clams, cave lobsters, perch, trout, etc. Bear in mind that this is a desert environment and this is entirely wishful thinking on his behalf.

274
DF Dwarf Mode Discussion / Re: Bronze Colossus
« on: October 24, 2010, 05:21:07 am »
(story that is like literally RIGHT THERE, you scrolled past it to see this don't expect me to keep it here)

Whenever a story features an antagonist who is only immortal and not invulnerable, I always wonder why they don't just do this. Sure, they're alive, but what danger does a head without lungs pose? It can't exhale, let alone cause rampant destruction.

Mythology is full of disembodied prophetic heads, even up through to Christianity. The Knights Templar supposedly had John the Baptist's severed head on a plate. It's a common trope. Medusa's head supposedly didn't die either, Zeus had to put it onto the magical shield, Aegis, to prevent it from turning people to stone.

275
DF Dwarf Mode Discussion / Re: The mountain. I started on top of it.
« on: October 24, 2010, 03:53:42 am »
BECAUSE IT'S THERE.

276
DF Dwarf Mode Discussion / Re: Bronze Colossus
« on: October 24, 2010, 03:20:45 am »
This sort of reminds me of the Irish/Welsh myth of Bran the Blessed, a giant who was also the first king of Ireland (supposedly). He had a magic cauldron that was filled with blood, and whenever a dead soldier was thrown into it, it would come back to life as his own personal zombie soldier. The enemy would go to war with him, and every time either side lost a soldier, he'd just toss it into the magical cauldron and it would come back to life and add to his zombie army.

So, the gods get tired of this, and they plan to steal the magic cauldron, only he realized that if he himself dunks in it, he can never die, so before they can steal it, he takes a bath. The British army shows up, kills the zombies, and then proceeds to hack Bran up into little pieces, saving his head, which is still alive and can speak. They then take it to London and bury it under what would later become the Tower of London, and foretells the future from time to time.

I suggest you build a tower over it.

277
DF Dwarf Mode Discussion / The Age Of Titan And Hydra
« on: October 24, 2010, 03:14:13 am »
So, apparently, a Titan and Hydra went to war 300 years ago, killed ALL GOBLINS AND KOBOLDS, and left the elves, dwarves and humans alone.

This is going to be a lonely game.

278
DF Dwarf Mode Discussion / Re: How old is old?
« on: October 23, 2010, 06:20:03 am »


It's suddenly occurred to me that if they were in their late 50s in 1938, they would all be merely "late middle age" for dwarves RIGHT NOW.

279
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 23, 2010, 03:13:13 am »
If your mayor is also your broker and you sell a forbidden item, does he put himself in jail?

280
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 22, 2010, 04:17:15 am »
Dirgebrain:

Gem Cutter goes berserk. Kills several lesser drones. Cornered in a farm plot space by a swarm of dogs, which she proceeds to kill one by one, although her guts are hanging out and she's lost both legs. She defeats THEM ALL, crawls upstairs, and the hoi polloi are evacuating because nobody is stopping this lunatic. She gets caged, and now I have a freak for my freak show.

281
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 21, 2010, 04:31:52 am »
Mournfulriddles is now operational at about 30 dwarves, unfortunately I seem to be having a glitch involving charcoal, which has led to a suicidal glassmaker roaming the halls, stripping his clothes off.

I decided that I wanted a really cool ancient Roman collonade topped with statues that led to the entrance, so we've got a LOT of cobaltite columns that I had to assemble and disassemble stairs for, and the end result is rather impressive. I haven't seen hide nor hair of goblins OR kobolds yet, and so I'm wondering what the hell is up.

282
DF Dwarf Mode Discussion / Re: Custom t-shirts
« on: October 18, 2010, 06:03:22 pm »
The t-shirt I want is just the ASCII smiley face that represents the dwarf. That's in the Public Domain. However, I want to support Toady, so I'd like "Dwarf Fortress" or something on it to promote this game.

283
DF Suggestions / Re: Slight change to "graveyard" stockpile
« on: October 17, 2010, 08:13:11 pm »
There are provisions in the code for burying stuff, so that's still another way to treat the dead that will be possible in the future. What I had in mind with this is to let the graveyard play its actual role as a temporary burial ground for when you can't or don't want to place coffins definitively yet.

...or want to build a dining room around.

284
DF Dwarf Mode Discussion / Re: they're all dead!
« on: October 17, 2010, 08:10:43 pm »

285
DF Suggestions / Re: What *should* the Magic Arc contain?
« on: October 17, 2010, 04:10:12 am »
Alchemy as "scientific magic" is a good direction to go in for dwarves, I'm thinking a bit like the "alchemy" in the Dragon Quest games, where taking one (common) object and combining it with one (rare) objects results in one (extremely rare, alchemy-only) object.

One bar of platinum plus one diamond, plus sufficient degree of Alchemy, yields one lump of Orichalcum, which can be used to transmute a base element into Unobtainium at will. Unobtainium does whatever Toady decides it does, rather like Slade, only controllable and defined by user desires.

Alchemy would be one school of magic, perhaps the most "dwarvenly". Glamour would be the most "elven", and Enchantment would be the most "human".

Alchemy would basically be the previously mentioned combination of existing objects into rare (magical) ones.

Glamour would be the temporary substitution of existing objects into other objects, such as turning a wooden spear into a steel broadsword for the duration of the spell.

Enchantment would be adding magical variables to existing objects to make them more efficacious, such as making the aforementioned wooden spear into a wooden spear that becomes more useful against a specific species of megabeast, but is still largely dependent upon the skill of the user.

In Fortress Mode, Alchemy would be the most common form of "magic" outside of possible artifact-based effects, as dwarves have mastery over it in comparison to other races. The other two schools would be wildly more useful in Adventure Mode, and would make playing an elf or a human over a dwarf an actual decision rather than a preference.

Observing some of the suggestions in this thread, I also amend my previous artifact-based suggestion to allow "control" of certain forces... rather like the Sorceror's Apprentice's magical hat. The wearer of the magical crown could activate existing statues into golems, for instance, at the risk of eventually going mad if using it for too long.

I still like the idea of ghosts and spirits that can't harm or be harmed by dwarves, and might even "haunt" abandoned parts of the fortress, like the empty barracks that are often built during construction of the main fortress. They would just flicker in and out of existence and would add even more depth to the already existing DF afterlife, and possibly even make it possible to resurrect dead dwarves if a successful attack on Hell happens. If you have a ghost issue, and you succeed in finding the ghost's soul in Hell, for instance, you could perform a small ritual to bring the dead dwarf back to life. It would be A LOT of work, but it would be an interesting personal quest to take up if you feel like it, especially as Fortresses start developing hero cults and legendary leaders, as they are already starting to do now.

Pages: 1 ... 17 18 [19] 20 21 ... 29