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Messages - Nasikabatrachus

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121
DF Suggestions / Re: School for Dwarfes.
« on: May 21, 2011, 06:41:07 pm »
Personally I think the idea of formal schooling for dwarves doesn't really fit their societies or economics. Most dwarves are essentially peasants and peasants throughout human history learn by doing, by being involved with family/community labors, or by apprenticeship. The idea of the classroom came into being as human societies turned towards the model of the nation-state and as those societies depended more and more on intellectual skills. Of course, academies and the like have come into being at various times in history, but most often they were for the children of the rich and pertained to the study of rhetoric, philosophy, etc.. Dwarves just don't need that kind of education, and it wouldn't make sense to impart them in a classroom setting. Not every or even most dwarves are going to be a blacksmith or leatherworker, and learning those things in real life requires a certain amount of doing them. The model I would propose is an apprenticeship model: for different skills, dwarves can't pass certain skill levels and/or learn much more slowly than they would without being apprenticed to a more experienced dwarf. Things like farming, most people can learn the basics of in a day and get better over time with marginal improvements except when they're managing their own farms (that is, in real life). Furrow soil, put seeds a certain space apart--bam, you're done learning, now go do it for the rest of your life, peasant. For things involving real craftsmanship, like carving and especially blacksmithing, knowledge and advancement is not easily achieved on an individual scale without someone else to teach you. Skill acquisition as it is is already a little too amenable to mass production: if the goal is a medieval style of life, slowing things down is more called for.

122
DF Suggestions / Re: Yours is a pick that will pierce the heavens!
« on: May 21, 2011, 01:59:57 am »
Totally sigging this

It is a world built on pillars that descend into hell itself, yet there is no heaven above to look to. A world where pain and death await all, with little to no salvation from the horrors of the world. There is no true peace, no true saviour. Dwarf fortress is a game about an eternal struggle that you can never, ever win.

and I agree with the argument from theme. However I maintain my belief that a kind of Inferno where you meet historical figures/old adventurers and talk to them about their lives/evil deeds would be an excellent, thematically consistent addition to DF.

123
Yeshua, Ghostly Carpenter has risen and is haunting the tomb!

124
In some apocryphal gospels, Joseph is kind of an inept carpenter. In one case Joseph makes a chair with uneven legs and Jesus lengthens one of the legs with magic miracles.

125
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 18, 2011, 10:00:52 pm »
.

Hmm... how to be interesting. How to be interesting indeed... I need a project.

Drop a giant plug into the magma, and laugh in delight as the surface is covered in burning, magma, and death.

126
DF General Discussion / Re: Facebook Integration
« on: May 18, 2011, 12:05:01 am »
Not exactly on topic, but it occurs to me that dwarf fortress is a lot like farmville. The overseer pokes you again and again to get you to do work, which you only grudgingly do if at all. Eventually you throw a tantrum and are beaten to death by the captain of the guard.

Or something like that.

But seriously, a dwarf fortress-themed facebook game would be a hit. Give it stonesense's graphics and have work take place slowly over time based on other people's participation, throw in crazy events and people would love it. It might even convince me to play it, though I avoid such things like a plague. Of course if it ever exists it should serve the purpose of providing Toady more income so he can do more stuff with the real dwarf fortress.

127
Jesus has become enraged!

Jesus throws a curse!

The spinning Curse strikes the fig tree, withering it!

***

Jesus is throwing a tantrum!

Jesus has crafted whip, a rope reed fiber whip!

Jesus has toppled a money changing table.

Jesus throws Rome 78 gold coins [500]

***

Noah, Farmer, has been possessed!

Noah begins work on a mysterious construction!

Noah has built Ark, a palm Ark!

128
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 17, 2011, 07:54:41 pm »
Paintedseeds' magma death chamber switched over to filling from below and now fills up maybe twice as fast as before. Apparently even dropping the magma from above is not as fast as filling it from below, even though the pump is on in both cases. The magma pipes used to fill the death chamber will soon be tapped in order to move the magma furnace industry away from the caverns. Had to put down a ghost recently because it killed one of the growing number of skilled glassmakers. I don't want anything to slow down the accelerating glass industry: right now Paintedseeds has 304 green glass blocks and construction on an above-ground large green glass structure is beginning. By the time I abandon I intend to have green glass lined halls, a green glass "castle" and a marble parthenon on top of the (mirthful) mountain summit.

In other boring news a breeding pair of reindeer were purchased a year ago and there are now 20+ reindeer. I'm also thinking of finding a single male dwarf, putting his bed in the same room as the duchess's, and getting them hitched up. No, the parallels are not lost on me.

The human diplomats are beginning to weird me out. Each year a different individual arrives, each one a law-giver. I thought law-givers were equivalent to kings, but I guess not. Every time they say "It's such a pleasant place you've carved out for yourselves..." and I imagine this with an italian accent. Stupid humans with their long limbs and larger yet still proportional heads think they can bully us just because we're short. Well I've had enough of it. The next "diplomat" gets tossed down a magma chasm. THIS. IS. PAINTEDSEEDS!

129
DF Suggestions / Re: Your own necromancer
« on: May 17, 2011, 03:04:56 am »
To make this Fun, the necromancer should be as much a problem for a fortress (many unhappy thoughts, for example) as he should be benefical (raising undead minions; elves will frequently ambush or siege you instead of arriving to trade; etc.)

Since my first post in this thread I got to thinking: what if a necromancerdwarf were both antisocial and beneficial to the fortress?

Imagine if every wave of migrants had a low possibility (.01%?) of smuggling a necromancer into the fort. After a while the necrodwarf sneaks into the crypts, raises a whole army of undead dwarves, goblins, trolls, and elves, and wipes out the conventional population. Suddenly it's necromancerdwarf fortress mode. The necrodwarf has his or her crazed designs and interests which the player must fulfill, lest the necrodwarf become bored with life and decide to stop living. Zombie miners and masons build an obsidian tower for him or her and mindless craftszombies produce low quality items with which they glorify the humongous ego of the necrodwarf and brutish weapons to defend against the armies of the living aligned against the necromancer.

There should be signs for the player to be able to watch for, of course, like how that one dwarf's age seems to change every time it's checked, or how it likes "corpses for their obedience".

In short there are ways to make it interesting. IMO it should either be difficult--like requiring occasional irreversible sacrifices to keep working--and with drawbacks--like having every civ declare war on the fort when necromancy is practiced there--or it should completely change the nature of the particular fort.

130
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 17, 2011, 02:48:05 am »
Note to self: make bins early and often. After 9 in game years of painted seeds, not taking the fort seriously at all, whenever I make bins the whole fort jumps into action putting things into bins.

I was surprised when I noticed the year was 261: I founded Paintedseeds in 252. A dwarf recently came of age here who was one when the fort was founded. For all I know, he was born in the fort, but I doubt it. This fort has been scoured down to its core by sieges that got into the main halls, and yet it still survives. Something like one hundred dwarves have died here. I doubt if even two of the original seven dwarves still live, even as ghosts. And finally after all this time I am able to make hoary marmot leather items for the duchess. The vile fiend condemned four dwarves to death by dehydration in her lust for leather!

A siege just arrived, and the engineerdwarves are putting the finishing touches on an alternate method of filling the magma death chamber...

131
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 16, 2011, 08:04:26 pm »
(They were caught in wood cages.  The dragonfire burned the cages away while the cage shielded the trolls.)  Once the trolls were dispatched a crew was sent up to recover the non-incinerated goblin armor.

Aha! There's my solution. Wooden cages for the trolls and fast units. Trapped in magma the cages will burn away, then the trolls will burn too.

132
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 16, 2011, 07:02:42 pm »
The magma death chamber is up and running.



Unfortunately it fills up slowly and the magma "evaporates" a tad too slow. On top of this, the fast units like trolls get to the fort end of the chamber before the goblin squads do, meaning I must either close the chamber, preventing the squads from pathing into the fort, or I must have a buttload of traps to catch the fast ones while the slow squads catch up. I didn't realize this until after I had committed to destroying the latest siege, so the first couple runs have been very, very slow. However, two goblin squads have been melted in the chamber, and the siege was broken. Now to work on filling the chamber faster, shrinking the total room size with bridges or something to allow for better drainage, and executing the prisoners of war.

133
DF Dwarf Mode Discussion / Funny, Fortuitous Works of Dwarven Art
« on: May 16, 2011, 04:23:36 pm »
So I'm setting up a magma death room for sieges, slowly filling it with gruesome iron statues. So far whichever dwarf has been making these iron statues has favored images of fire snakes and forgotten beasts and best of all a statue of Usen Searchhelped the Gate of Healing--a god of sacrifice. Looking through the statue list I also noticed a masterful green glass statue of Stakud Perfectclasp, the duchess of the fort, surrounded by large roaches, looking terrified. It now stands at the foot of the duchess's artifact dacite bed. I like to imagine her going to sleep looking at the statue.

So please, share your dwarven art which, for whatever reason, brought a smile to your face--through schadenfreude or simple amusement.

134
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 16, 2011, 04:06:13 am »
Why must dwarves be so idiotic? I station a whole squad (okay, only three showed up) of dwarves armed with ranged weapons at the end of a hallway with a goblin a short way away and what do they do? Mill around, and when I move them in slightly closer two just sort of lean against a wall out of sight and the only one with the profession of "marksdwarf" decides to batter the freaking macegoblin with his iron bow! I know he had ammunition, too. Naturally the goblin is able to kill the other two. Why is there no good way to get dwarves to use their freaking weapons.  >:(

135
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 15, 2011, 10:05:04 pm »
Dog cancels Do Anything Else: Powerleveling.

My experimental fort, Paintedseeds, has rebounded fully from the events of my last post (at the end of which something like 80 dwarves were dead) and has become a county. Since I have elected not to bury or memorialize most of the dwarves--even still, the above-ground tower has a whole level devoted to coffins, and the frequent goblin sieges and ambushes leave no shortage of dwarf corpses littering the landscape--a steadily increasing number of ghosts now inhabit the fort, many of which periodically take limbs off of or kill the living dwarves. Unfortunately the ghost of the dwarf who went into a fell mood and made a dwarf bone ring out of a baby and who liked to scare people to death as a ghost was accidentally put to rest.

Just a few z-levels of progress has been made on a magma pump stack: I have no idea how other people do it, this shit is time consuming. I was hoping to have a magma doom lever to melt goblins on the surface like in Boatmurdered but since I've put hours into figuring it out with so little progress I have decided I will try to bring the sieges to the magma rather than bring the magma to the sieges. I will make a staircase down to about the level of the second cavern, at the bottom of which will be a big chamber with iron bridges sealing off both escape and entry to the fort proper. A magma pipe will let out directly over the center of the room. Iron statues, preferably of forgotten beasts and night creatures, will be displayed prominently in the room, as though to announce to the goblins that they are about to be sent to a very miserable afterlife.

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