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DF Bug Reports / [38a] drinking, water source zones
« on: February 14, 2008, 12:01:00 pm »The designated water source is a channel connected to the brook.
[ February 14, 2008: Message edited by: Zonk ]
DF Bug Reports / Building destroyers destroy their town
« on: February 24, 2008, 12:18:00 pm »DF Bug Reports / [38c]ALL water on ocean maps is salty
« on: June 13, 2008, 08:08:00 am »I settled near the sea, in a place where a river goes into the sea. There were also several ponds. However...my men ended up dying of thirst!
Apparently, ALL water on an ocean map is considered salty. Water from ponds, rivers and so on...
[ June 13, 2008: Message edited by: Zonk ]
DF Bug Reports / evil AND savage creatures
« on: February 23, 2008, 09:49:00 am »DF Bug Reports / [176.38a]Pond filling not working as intended
« on: February 22, 2008, 07:43:00 am »DF Suggestions / Repeating crossbow/balista
« on: June 21, 2007, 11:08:00 am »The repeating installed crossbow!
It's installed like a ballista, but only takes 2 spaces. It doesn't shoot special ammo, but normal bolts. It can hold a great number of them - perhaps 60 or so, and fires them very fast, much faster than a normal crossbow, perhaps even firing volleys of 4 or 5 at the same time.
I think it would be a nice addition to the game.
DF Suggestions / A little rant: Crafts, Farming, Size, Wrestling
« on: August 22, 2006, 07:12:00 am »Allow to select sub-preferences for Craftsdwarves, so a Dwarf who is a Bonecrafter won't waste time trying to make
Stone or Wooden Crafts, but will only work to make bone ones. Perhaps even allow speciallized craft workshops?
Might also be nice to allow craftsmen to have helpers.
So while the more skilled dwarf does the main work, his helper
helps him by either bringing raw material or actually helping with the craft work.
These helpers/apprentices might be assigned by the player or the be spontaneous things.
2)Fertilizing with things OTHER than potash:
Probably best for when we will have human towns, but still...
I would make it so potash will still be the best fertilizer, on a unit-for-effect basis, but you
could have dwarves dump organic refuse, preferibly before you start planting
Though to get the fertility increase you have to wait for them to rot, though.
If some day we will have animal manure, that would be an useful fertilizer too.
when Alchemy is expanded, you might put some special fertilizer, who make things grow very fast.
However, the resulting crops might not be very healthy, perhaps having effects on your dwarves other
than generic illness, especially on babies. Not much of a problem if you export this food, although a years
later you might find yourself besieged by an horde of mutants...
3)Reduce effects of size on damage:
This is currently too much. Creatures like giants can make even axe blows from strong dwarves glance
off like you were just slapping them. I think that this size = damage reduction effect should be at least
halved, and the more playable and possibly realistic thing would just be to make bigger creatures capable
of taking bigger damage. So instead of just making your axe blows glance off, that giant would be wounded
by them, but it would take MUCH more damage than to bring down an human. So, for example, after damage
that would make a dwarf or human body part red, the giant body part might just be brown or even light gray.
4)Wrestling:
Allow the use of wrestling options so you don't have to dig through a few dozen lines to select 'hand'grasps,
which are usually the most useful for breaking/strangling. Also, if it's not yet in, make it so that if you
are grappling when someone and try to move, you might choose between releasing him OR trying to drag him.
DF Suggestions / Change "this hero need not work"
« on: February 16, 2008, 07:32:00 am »Or perhaps, somewhat differently, becoming an hero or champion would just make the guy lazier, so he would do civilian work, just...not as often or efficiently.
I think the current system where you have to be afraid of your militia becoming too skilled is really...well, weird and harsh. Also, I don't think someone who's an exceptionally skilled fighter would object to doing normal work if he had the chance, unless he's really arrogant or something.
I DO understand that champions and heroes are supposed to be extraordinary, but still..if they had some civilian skills before becoming a champion, and maybe were legendary in that..why would they suddendly stop using it?
DF Suggestions / Creatures with non-standard attributes
« on: February 16, 2008, 06:47:00 am »These modifiers would set the baseline for the race, and they would stack with attribute levels gained from experience, which would be relative to the "racial base line".
Example: Dwarves are size 6, let's say they have the [ATTRIBUTE:STRONG:1]token in the raws. This would mean that all dwarves would, by default, be as strong as a size 6 creature with one level of strength is now . In DF mode, however, you WOULD NOT see this - because it would not be noteworthy, as all the race has this ability. If this dwarf later gains experience and another level of Strength, it would be treated as a size 6 creature with TWO levels of strength, but you would only see one in his description, so it will be "strong" and not "very strong".
We will also need negative attribute levels like Weak, Frail and Clumsy.
I think it would be nice to have this. Currently, it's kinda weird that all creatures of the same size have the same base agility, toughness and strength...
DF General Discussion / Combat and Armor
« on: August 09, 2006, 02:58:00 pm »I attacked a wild horse with my axe, and several times my blows 'glanced off'dealing no damage. Then I got a blow that CLOVE ASUNDER the poor horse and threw it's body like 7 or 8 squares away. I also noticed how some animals, like hippos, can make almost any thing 'glance off'. After looking the /raw/objects(yes, I've started doing spoily thigns!) directory at items_armor and at some creature info, I got the feeling doesn't actually reduce damage from every blow, but just makes blows completely glance off...Is this just a feeling(I didn't playtest that much), or is it actually the truth? Because if it is so, then it is quite weird, compared to the level of complexity and realism the rest of the game has.
Slaves to Armok: God of Blood / Let's talk about game balance
« on: June 10, 2001, 01:43:00 am »Slaves to Armok: God of Blood / a new rant...
« on: March 15, 2003, 09:02:00 am »
Back another time. I have some time ago,plus the new computer....
Im fixing most my schools problems...except the Math's one,Toady forgive me :-)
Ho...also my best grades were in english:i took a 7 in my oral and 8 in my scripts...
Here in italy we have a 10/10 system,with 10 being the max,6 being sufficient and
8 being excellent :-) I plan on taking 9 in my next tests....
Anyway,i can't see the leaves,but im happy of the developement!Im gonna
add a lot of things in the manual after i tested this version...
I just wanna say a lot of things...
First about elementals:Air elementals,supposing you define "Air"as only
"oxygen",could be destroyed by fire...remember that fire consumes oxygen.
An Earth elemental could also be melted to become a magma one...Here is a little table
of para/quasi elements "stolen"from sone Planescape netbook:
Air + Water = Ice
Water + Earth = Mud
Water + Air = Mist
Water + Fire = Steam
Earth + Fire = Magma
Fire + Earth = Smoke
(don't remember the formula) = Salt
(see above) = Mineral
(see above)
(see above,maybe Earth + Water + Negative Energy?) = Ooze
Also,do you know about Genasi from Planescape?I even placed them in my TOME module as a
playable race :-) They are something like more "humanoid"and "sentient"elemental creatures..
They are relatives to "standard"elementals if i remember well..
They have powers depending on their element. And they would be cool,as they look
humanoid but with features from their elements...umh...like steam genasi have strange
hair that almost seems to rise up,mud ones have their skin a little slippery...It's
hard to explain...In Planescape,also,every plane has some cool places...and
there are TOURISTS and VISITORS in almost every plane...including the abyss :-)
You could visit the Mineral plane to buy the best gems...The plane of Water if
you want to fish(did you know that in the plane of water there is really a strange pressure?
it's because in every place there is an INFINITE amount of water above it and also below
IT...all the plane is full of water...)...The plane of...umh...well there were a lot
more planes but seems like i forgot them :-(
To spelguru,about darkness elemental :Darkness does not really exist.It's rather
the lack of something...LIGHT. Like COLD is the lack of HEAT. Damn,Im crazy :-)
Ho,and black dragon's breath is explainable scientific in an easy way:they have
a VERY POWERFUL STOMACH ACID(even human stomach acid can melt iron...)and are adept
at emh..."breathing"it...Also they can eat really any thing except those immune
to acid...Gold for example is immune to most acids. Adamantite and Mithrils also are.
Green dragons(poisonious)are also easy to explain scientifically...Blue dragons
also,as they produce elecctricity,and eels in our real world do it. White dragons(cold)
maybe are the harder to explainm...but not impossible.
Also,what about draconians?I don't mean the Dragonlance one...But reptilian humanoids
with colors who are closely related to dragons.
Plus...Do you think that Dragons can always be considered reptiles?I don't think
Red Dragons(fire) are cold blooded :-)
And don't forget wyverns...what's a wyvern,you say?it's not "wyrm"spelled badly...
It's a "draconian"creature,legless,fast and with a poisonus sting.It also has
an hypnotic gaze...And it's not as intelligent as true dragons usually are.
There are also "Dracoliches"(undead dragons),elemental dragons and...shrug...
DRAGOLISKS...that's a dragon(probably green) plus a basilisk :-)..
Someday,you should visit http://www.pantheon.org/mythica.html...it says a lot
of things about mytological creatures...
Let's not forget lycantropy also...i read that in Polinesia they had were-sharks :-)
Will the game being able to handle undeath + lycantropy? A vampire werewolf?
Will it be possible?
As new races,i think we should do:
Tree-ent/Treemen
Beholder:with special abilities...A LOT OF THEM.But they have an anti-magic eye.
If they want to become magic they must blind it.
Mind Flayer:For psionics!We need psionics!
Nagas:snake-persons,they crawl on their tail thus they are slow.
They have four arms and can spit poison..
Also,since Nagas reminded me of it...How will infravision be handled?At the moment
there is nothing that defines if a creature is "cold blooded"...i mean,we can't modify
the metabolism really.
Ho,TOadyone,did you fix the bug with creature weights?Humans seem to weight about
20 kgs,i altready told that to you think. Also, you should allow the character
to see his height in the status screen. Actually the term "height"can change
for some races...For some it's important "lenght",like for centaurs(in italy
we measure equine heights at the shoulder of the horse)who should be
quite awkard in dungeons.
If anybody here,including that crazy Spelguru(just joking)wanna discuss with
e...I have installed the new ICQ so it should work better than before.
My UIN is 125637883.
Slaves to Armok: God of Blood / Slaves to Armok on a new PC
« on: March 01, 2003, 08:37:00 am »Maybe because i have windows XP?
Slaves to Armok: God of Blood / various ideas
« on: February 15, 2003, 10:23:00 am »Latin and Italian...but im gonna be able to write something now..
and maybe i will get my pc fixed so all will be better!
For the manual...when...when i will have even more
time i will improve it...At the moment it's almost completely
useless..
Also I saw the new things on the future page...I like them.
Plus I like the new plan...VERY MUCH!
And,as usual...here is one of my rants...or "quasi novel"as
someone said..
Historic:In the "Overhead and Technical Matters"future page,
you said that the historical genre is possible only
for "human"worlds.But what about playing something not
historic....just VERY realistic,without magic or silly things...
but with elves,dwarves,dragons and giants?It could be cool...
Combat:In the combat release...will we have a stock style editor?
I altready have many ideas for stock styles...Judo,Boxing,
Wrestling,Fencing,Brawling,Sumo...Do you think "Berserker"can be
considered a valid style?
Projectiles,Acceleration and Gravity:Since you
are doing all this...what will the gravitational
acceleration(hope i wrote it right)be in the game
world?If in the real one it's 9,81 meters/second,in the
game it will be at random,user-defined or (more realisticaly)
based on the mass of the planet the player is on?
Various Silly Things:
-Missed bite attack/big stumble when speaking ---> You bite your
tongue!(Hei,i did it a lot of times!)
Also,for the frozen projectile in turn-based gamething...just because
you can see them does NOT mean you are fast enough to dodge them!
It all depends on the player vs projectile speed!
Travelling between universes files:With magic..it could be
possible,but it would be a big hack i think...
About universes...now we could really begin making
some stock ones,right?What about Darksun?It's just some
races...Thri-ken,Human,Half-giant,Giant,Elf,Half-Elf,Dwarf,
Half-Dwarf(Mul)...