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 - Spish

Pages: 1 ... 48 49 [50] 51 52 ... 62
736
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 06, 2012, 04:18:41 pm »
Region preferably, it's just more fun to explore a fully open world than a bunch narrowly connected island continents (at least until boats and seafaring Fun are worked in), one full-sided ocean with however many partial-side oceans is acceptable. Remove the site and population caps (they're unnecessary) and leave the embark points, mineral scarcity, and civquantity at their defaults. I'd say the end year should be around 500, that way we have big bandit camps, well-developed civilizations with history, and plenty of monsters still around. Boost the night creatures(assuming their worldgen impact has been toned down in the next release)/demons/titans/megabeasts to compensate for the fact that we'll be killing a lot of them. Quadruple (at least) the number of Good and Evil squares for more embark variety. Increase the minimum volcanoes slightly for the heck of it.

Hiding historical events is completely up to you; it would make discovering things and looking at legends in general more fun, and I think there's a way to hide history after the world's been gen'd and its history checked (or regenning the world under the same seeds after you've looked at its history). Culling unimportant historical figures is better for larger worlds, though I'm not sure if it has any effect on adventure/dwarf mode (especially with history hidden). Making cave entrances visible, not sure about that; there doesn't seem to be any way to find hidden cave entrances beyond extreme luck, but there isn't much to do in caves anyway (although... you can embark over them).

DFHack also has a lair mode.  I don't think creatures wander over sites anyways, so that won't matter.  At least, I've never been attacked on any site, only in wilderness.
I mean the creatures that spawn inside the fortress for the sake of adventure mode. I left a crippled goblin soldier at a fortress entrance; when I was leaving, I found 6 troglodytes and a pair of trolls from the nearby mine entrance beating on him. (this was after I supposedly killed everything in the mines)

737
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 06, 2012, 12:40:18 pm »
Aye, I've thought about doing something like this before I even knew it was a popular idea. Methinks we should vote on how the world is generated, to get the most fulfilling scenario possible. It'd be silly to start right now though, what with a big new DF release hovering right around the corner.

Edit: Speaking of item scattering. It's possible to effectively disable this, by converting the fortress to a "lair" type site in DFusion (which has a "protect site from item scattering" option) or something like that. Although, I imagine this would also disable the randomly generated wandering monsters and goblin patrol routes in adventure mode (I don't know, just guessing).

738
DF General Discussion / Re: Future of the Fortress
« on: January 05, 2012, 03:07:03 pm »
I suppose it would depend on whether all the rain was magically transformed to blood, or just a few of the showers. I imagine the whole place would stink to high heaven after a storm, too.
I would imagine the miasma will be terrible.
Miasma doesn't happen outdoors.

739
DF Dwarf Mode Discussion / Re: Human Diplomat Dead Upon Arrival
« on: January 04, 2012, 11:50:52 pm »
Yeah, his civilization is totally going to blame you for this.

740
DF Adventure Mode Discussion / Re: Weirdest weapons you have ever used?
« on: January 04, 2012, 03:53:30 pm »
I think my favorite was when I turned some dude paraplegic by throwing my own severed hand at him.

741
A human civilization that called itself "The Greatest Kingdom." Subtle, eh? They lasted about 24 years in worldgen before getting their asses kicked out of it.

All in the same world: Dwarf civ "The Passionate Beard", their neighboring human civ "The League of Dates", and a she-demon named Biretha Liyetha Lerine (The Seducer of Seduction), who was a prisoner of the aforementioned League of Dates.

742
DF Adventure Mode Discussion / Re: Upper Spine Broken
« on: January 03, 2012, 07:14:14 pm »
Sleep and pray.

(also, nerve damage will NEVER heal)

743
DF Dwarf Mode Discussion / Re: Some Ideas on Goblin Tor...!!Fun!!?
« on: January 02, 2012, 05:32:32 am »
Unfortunately, it's only a matter of time before they land on their head and break their necks from the fall. But it should be good fun up until that point.
I stand corrected, their helmets do a rather fine job of keeping them alive and suffering :P

744
DF Adventure Mode Discussion / Re: Screw you, Talde
« on: January 01, 2012, 07:02:40 pm »
I'm sure you can somehow exact revenge on him by killing all of his relatives, friends and lovers and burning their towns down, and feeding their ashes to caged elves.
People are generated on the spot in this version, they most likely do not have family.

I can second this. I slept in someone's house, when they interrupted me until I recruited all of them. Went to sleep in the empty house, new family spawned. Same thing happened when I recruited that family :P
Unless they live in a fortress. Anyone who lives in the main hall of a fortress is a notable historical figure. Of course, you usually don't see them because they have a tendency to get killed off by beasts in this version.

Although the last world I genned had a ton of them, about 8 or 9 in every fortress, most of them related in some way. I was even able to recruit a "Lord Consort"/husband of a local Lady as a companion, dude was a crazy good fighter.

745
DF General Discussion / Re: Square ASCII graphics?
« on: December 31, 2011, 11:38:02 pm »
Change the windowed resolution to 800x600 in data/init.txt. Everything will look so much better.

On a related note, why in the hell isn't this the default?

746
DF Dwarf Mode Discussion / Re: Copper > Adamantium
« on: December 31, 2011, 12:54:42 pm »
a dagger is the second most dangerous weapon in the game. The first being scourges/whips. Neither can be produced by your dwarves.
Dwarves have something worse than either of those: picks. The limb severingness of an axe, the armor penetratingness of a spear, and the raw, bone-crushing power of a hammer... all rolled into one.

747
DF Dwarf Mode Discussion / Re: Miners in the military?
« on: December 31, 2011, 12:50:58 pm »
Legendary miners will wipe the floor with pretty much anyone who gets in their way. I had one emergency-drafted into the miltia and he single-handedly ended a siege after killing 4 goblins and their leader (but not without dying himself, because miners can't dodge for jack).

748
DF Dwarf Mode Discussion / Re: Armour Skill V Dodging
« on: December 31, 2011, 10:53:10 am »
The Fighter skill also affects one's ability to avoid damage. A legendary fighter (even with no dodgin' skill) pitted against a bunch of novice mooks will parry everything. But I value the dodging skill more because it is much, much harder to raise.

749
DF Dwarf Mode Discussion / Re: Some Ideas on Goblin Tor...!!Fun!!?
« on: December 31, 2011, 12:10:24 am »
Release them into a gauntlet of easily avoidable wooden spiked ball traps (ie. poorly made mechanisms) surrounded by 2 z-level pits. It shall be built in such a way that every time a goblin is knocked over the edge, he shall break half the bones/organs in his body and be sent back to the beginning of the labyrinth. He will try to make his way through the gauntlet again, and again, and again. In a few weeks, the pit will be so full of blood and vomit you won't be able to see the ground. Put a hatch on the exit ramp so you can lock them in once the traps start to run out.

Unfortunately, it's only a matter of time before they land on their head and break their necks from the fall. But it should be good fun up until that point.

750
Ooh, neverending eh? I really like the idea behind this, I'm guessing the current state of deadness has a lot to with the fortress being really freaking outdated. Shame, but it's not like we can do anything about all this damn progress. Someone should really do a sequel next stable version we get, even though it'll probably suffer the same fate in the end.

Pages: 1 ... 48 49 [50] 51 52 ... 62