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Messages - MasterMorality

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241
DF Dwarf Mode Discussion / Re: How long do you keep a fortress?
« on: September 21, 2011, 10:33:23 am »
Until it dies or some extreme FPS death kills me, which is fairly rare.
Genesis mod, and my own race that I'm sporadically working on, makes things a little more interesting, what with the multiple opponents.

Also I flat refuse to use Adamantine or Danger rooms - easy win buttons are pointless in this game - so I tend to lose far more military than those who do, but the exploits of my champions feels so much more worth it. I tend to keep track of one or two of them who naturally catch my eye in the course of things, so over time a small story builds up around them, like the Warrior Priest Veshoth, from a few forts ago.

242
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 21, 2011, 10:25:52 am »
It's a sad, sad day for Dirgebends. We repelled a werewolf invasion, but Gutuah Au-Tkhun, was thrown off the walkway and plummeted to the bottom of the chasm after killing three with little effort. He survived for a long time, seeming to get well with hospital treatment, though still broken and bloody and was relocated to his own quarters by a fellow warrior, Hasa. He later fell foul of infection and perished. An unfitting end to a great hero.

Hasa then fell prey to a demon attack. In an attempt to return to the fortress to form up with his squad, the fortress legend was struck in the back of the skull with a pike and died.

Our Butcher girl, Bern,  is slowly climbing her way up the rungs. Earnt herself a title recently and though she has never come away from a battle without mark, she has yet to receive a serious wound that incapacitates her. The rest of the military are going to have to make do.

Gutuah was one of the first, in the swamp for many years, witnessed the first werewolf attack that nearly wiped the fort out, and was one of few survivors. Lost his wife in an attack from Centaur the next spring and while he doggedly soldiered on, he deserved a better death that that. Most sad is that he doesn't even have a tomb. The damn diggers are plugging away at all kinds of things, we've yet to find Flux of any kind, but they won't finish digging out the hero's tombs, and they haven't finished excavating the public graveyard either, and I'm pretty sure it's full now.

Still, Dirgebends goes on.

243
I'm interested, since genesis already has Werewolves as an actual civilisation, are you still going to incorporate Werewolves from the next update into the game, or cut them out, or something else?

244
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 20, 2011, 08:53:56 am »
Savescumming is for pussiesss.....

Also - catch the Draltha in cage traps and then train them! I once had a fort chock full of random trained hunting cave denizens, it was brilliant.

My fort is full of ducklings, it's quite amusing. I don't want to kill them off yet because my FPS is fine, so I'm taking great pleasure with watching my dwarves wandering to and fro, and then being utterly swamped by a dozen ducklings and their mother as they charge around the fortress with no particular aim in sight. I was actually fairly impressed those eggs hatched, considering that Borioth snatch them up almost as soon as they're laid. So many Nest Boxes, I guess. Which I'm not complaining about.

MOAR NESTBOXES. DUCKS FOR THE DUCK GOD, EGGS FOR THE EGG THRONE!

245
DF Dwarf Mode Discussion / Re: The changes that will break you
« on: September 19, 2011, 12:10:40 pm »
The usual state of my forts is that the area at my doorstep is carpeted with corpses and battle paraphernalia. I am certainly going to let a necromancer stroll along and raise everything, just to see how bad it can get.

I'm definitely going to have make a 'vanilla' version of my modded race, these updates are fantastic.

246
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 19, 2011, 10:16:54 am »
Just had a demon invasion. Confident I could handle it, but was proven wrong when all my experienced soldiers were either sleep or getting equipment, leaving a bunch of newbies to trickle into battle and get absolutely swamped. The High gore, as usual, went out with only a Sun Gold Tower shield and was eventually overwhelmed. The Law Beast went out almost naked, and completely unarmed, and did surprisingly well before dying. Then one of my Titled warrior pikebeasts came out and killed everything in sight without breaking a sweat (which by then was only three, but still).
A crossbowman and the dungeon keeper both nosedived off the walkway down a seven z level pit. Doubt they will survive.
In effect, almost an entire squad, and a few nobles, were wiped out because everybody thought it was fine to let the untrained newbies go handle the big demon guys with pikes.

Aaaand then a naga ambush. Caught one of the vets who killed two and then died in the mob. One more newbie died with a Naga pike in his face, and then Ctharl finished off the last three. He then found and killed a snatcher and is looking in pretty bad shape. Get to the Doc's, man.

247
DF Dwarf Mode Discussion / Re: Stay with Default DF or Switch to Genesis
« on: September 15, 2011, 10:20:00 am »
Go genesis, then do what I did, and mod in your own unique, playable race. It'll take a while to do, and they'll probably be far less volatile than Dwarves, but it's cool to create and use them nonetheless.

248
DF Suggestions / Re: Relations, community, etc.
« on: September 14, 2011, 04:49:29 pm »
It should show up in the relations screen, where it lists all their friends, family, acquantances, etc.

http://df.magmawiki.com/index.php/Grudge

I don't think I've ever seen that status. Still, if it's there it's there. How connected is it?

249
DF Suggestions / Re: Relations, community, etc.
« on: September 14, 2011, 04:34:01 pm »
Dwarves do have a grudge relation. It just causes them to have a minor bad thought whenever they talk to their grudge.
Ah, I didn't know that, or it at least doesn't show.

250
DF Suggestions / Relations, community, etc.
« on: September 14, 2011, 04:23:45 pm »
At the moment, as I understand it, relationships are lover/married/acquaintance/friend/pet.
The only time a dwarf will attack another dwarf is if ordered to, or tantruming/berserking, etc.
I'm sure that in any community, sizeable or not, nobody is going to like everyone else and be liked.

It'd be cool to see Dwarves argue, disagree, generally have varying bad feeling about some dwarves and be friendly towards others. This, while not an especially deep game mechanic, would give the relations more meaning, give the fortresses more personality, more fortress variability, etc. It'd be cool to see the web of friendships and enmities that spring up from a situation like that.

The effects of these relations could be programmed in, so dwarf A may attack Dwarf B if  they hate that dwarf enough, which could lead to the Dwarf C, friend of dwarf B disliking dwarf A.

It'd be interesting to do it on a percentage scale, perhaps, and have small interactions shift the hate/love 'slider' this way and that, creating potentially interesting alliances. For instance, if Dwarf C, already likes both Dwarf A and B, then they will side with the one they like the most. 

251
DF General Discussion / Re: Draw an Elf!
« on: September 14, 2011, 03:52:58 pm »
Here's the one I posted in the main art thread recently (I tried to avoid making him too tall):
Spoiler (click to show/hide)
Nobody said they have to be pretty.

I think that's far more akin to a dwarf fortress elf, than the regular depiction of an elf. DF elves are psychotic cannibals that will sell you wood and then kill you for for having it. I don't think they are the same Tolkienesque elves that are usually depicted. I like DF's elves better for that, too. 

252
DF General Discussion / Re: Future of the Fortress
« on: September 14, 2011, 03:44:32 pm »
Anybody else want to fire a corpse from a catapult?

253
DF General Discussion / Re: Future of the Fortress
« on: September 12, 2011, 06:33:10 am »
I seriously think half the fun of watching the progress on the updates is reading about the bizarre bugs that crop up due to how ridiculously complex the code is.
machine-gun-lava-spraying magma crabs? God damn that's awesome.

254
DF Suggestions / Re: Won't somebody think of the children!?
« on: September 09, 2011, 10:15:57 am »
Maybe dwarves don't have a "parenting instinct" the way humans do. A baby loses both its parents? We'd wheel it off to an orphanage or a foster home, but maybe dwarves just go "though break, kid, let's see if you can survive until you're old enough to feed yourself". Maybe they go about it more like animals. If it ain't strong enough to survive its orphaning and mangling, how's it gonna survive, well, anything else really?

Hmmm, yeah I thought about the same thing. Apparently, looking at the other replies, this type of thing does happen, but it's overridden by just about every single other thing in the game, so it's not noticeable.
Maybe a mechanic, like the empathy and empathy range (maybe the empathy could include this), could be introduced to the creature RAWS that decides just how strong their natural parenting instinct is likely to be which would then affect how likely they are to stroll on past on their way to work, or stop what they're doing and help a guy out.

255
DF Suggestions / Won't somebody think of the children!?
« on: September 08, 2011, 05:02:49 am »
As amusing as it is, watching mothers wade into battle with their offspring strapped to them, it's not unknown for the parent to die and the child to be left laying a heap of corpses...

A six month old baby in my fort just got mixed up in an attack and was hurled from it's mothers corpse down a, luckily, unfinished pit. It's now horrifically mauled and crawling around the place dragging both broken legs and one arm behind it, I assume looking for it's still living father.

Still, it strikes me as amusing when several inhabitants stand around watching, or just blithely walk past, the mauled girl dragging herself through corridors and stairwells, not once looking to pick the child up and get it to either medical care or it's next of kin.

What I would propose is some kind of further evolution of the parenting instinct.

If a child is misplaced, then other members of the community should seek to reunite the kid, if they have at least a passing acquaintance with it's mother or father.

If one of the two is dead, then it should be taken to the survivor.

If neither are left alive, the child should have a chance to be taken in by another member of the community.

If the child is injured, it should be hauled to a hospital.

Actually, just picking up injured people of any age, if hauling injured is active, should probably take a certain amount of precedence. I know dwarves are kind of hardcore, but just leaving a person to die of various horrific injuries in the middle of a field is fairly impressive.

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