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Messages - LumenPlacidum

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196
Few we were in the mountainhomes, and yet so much greater than the many.  Our mission was clear without direction from our king.  Together the agreement was made--the conclusion: a home.  A mighty home for the mighty.  A home to distinguish the mighty from the weak, the great from the slight, the dwarfs from the rabble.  A palace; a needle to pierce the sky, to pierce the earth, and to connect the two as never before dreamed.

On the mountaintops we hear our gods.
Ud the Free Talon, the supreme god of war and fortresses, screams his battlecries on the high winds.
Erib Pointechoes, the goddess of caverns and mountains, loves all places lofty and deep.
Likot, who loves wealth and gems, minerals and trade, will have a grand sparkling seat among us.
Nelas, the exalted god of fire, volcanoes, and metals, will hear the hammers on our divine forges.
Shesam the Strong Rights, she who embodies the wind and the rainbow, will be heard most clearly in the sky.

So, we make our home of the mighty to serve the gods directly and to offer to them their due homage.  We will be their conduits unto this world, and we will create the greatest sanctum, away from the petty troubles of lesser dwarfs.  We do this here, in the Prime Spike, well known to be holy among our great people.



Those about our new and fateful home may wither and perish or they may grow strong as we have.  But, in it we shall be remembered.  We Few, we ecstatic Few, we band of brothers.  We strike the earth!



It is I, Lumen, priest of Shesam, and I hear the gods.  For the time being, it has come to be my great honor to me to chronicle the rise of our finest sanctum.  I have interviewed the six enlightened companions who raise this miracle with me.  I record here their summaries, the last records of them before they become as living gods in the world and commune directly with their masters.


I am a skilled combatant and lumberer.  I spent some time in the king's court where I learned the value of things and dwarfs, and how to control both.


Miners are particularly scarce among the Few.  Lessonmerchant hears the battlecries of Ud, and is enlightened.  The rock quails before her pick.


Our carpenter is of clan Plankeven, a long line of carpenters, but all of the others are lesser dwarfs.  Plankeven has the hands of Erib and can grow plants within the deep effortlessly.


Our mason is of particular importance to us for this tower of the gods.  As a follower of Likot, he will make certain that it is a grand place of sprawling scope and magnificence.


Our chef is master of the ovens of Nelas, and can conjure the fire with which to cook without wood.


Another devout of Erib, another of we Few knows all the plants of the Earth and the properties of each.


Finally, and possibly the second most important of we Few, the Braumeister blesses every drink with the sign of Ud the Free Talon.  We will grow even mightier in wrath with his liquors.

197
DF Gameplay Questions / Re: Valhalla
« on: October 15, 2008, 01:32:53 am »
Could some one made a community game with this sort of theme?

In the process right now.

Here's the beginning of it.  Time to write a big paper, though.
http://www.bay12games.com/forum/index.php?topic=26207.0

198
DF Gameplay Questions / Re: Valhalla
« on: October 14, 2008, 10:51:38 pm »
I'll do this.  Starting the game so I can make a meaningful first post in the community games.  Hope you don't mind if I steal the idea and run with it.

199
DF General Discussion / Re: Ethics of Dwarf Fortress
« on: October 14, 2008, 12:05:40 am »
But if that lone, naked dwarf charged in and that act happened to save the rest of his comrades, then what?

I think almost any player here would reward a dwarf that manages to, against all odds, tackle the toughest challenges and come out alive.  So, they'd be well-rewarded for the ambition that paid off.

200
DF General Discussion / Re: The NEW Future of the Fortress
« on: October 13, 2008, 09:24:22 am »
"I am speaking for The Hats of Sitting.  Thank you for your offer of service.
Our people have been tormented by a fearsome foe.
Flamebroiled the Halls of Screaming is the kitchen just to the north.
Seek this place and kill Ifin Bloodjuices the Stickiness of Statues the phantom spider.
Knowing no mercy, Ifin has killed twenty-three, among them my mother!"

yeah, some of those are going to be strange.

201
DF General Discussion / Re: Ethics of Dwarf Fortress
« on: October 13, 2008, 03:01:29 am »
The virtues espoused by dwarf fortress, by my eye, are the following: production and ambition.

A dwarf that doesn't produce is not held to be valuable.  Excluding the rare examples of the ones we reward simply because they challenge the idea of needing to be valuable (like the Philosopher), useless dwarfs are redirected towards tasks that produce something for the fortress.  That task might be the "production" of safety through weapons training.  Consider the crimes in dwarf fortress.  A dwarf can be punished for one of several reasons.  These are the destruction of some element of the fortress, attacking someone of the fortress, or by failing to produce.  Destroying some element of the fortress is negative production and is unacceptable by dwarf standards.  Attacking someone is punishable because it both destroys potential productive capacity and it takes time away from productive capacity to do this (to differentiate this concept from simply sending people to their deaths).  Finally, failing to produce causes a generic punishment for the fortress.  Blame for a failure of this kind is laid upon the fortress as a whole, lending a strong communal sense to the fortress.

The second virtue of a dwarf is ambition.  Dwarfs always produce the best quality items they can.  When a dwarf is seized by a vision of a glorious production, they will break their minds trying to accomplish that vision.  Many dwarfs that do manage to fulfill their visions are rewarded with legendary status, which is frequently accorded additional benefits (which removal from the economy is supposed to allow).  Ambition is the drive that makes the dwarfs build needlessly complicated structures regardless of danger.  Having ambition rewarded by success and then having it taken away is enough to snap a dwarf, as indicated by the masterwork destruction tantrums.  Nobles, the flawless paragons of dwarf society, impart their productive ambitions on the fortress and are recognized for the wisdom therein.

I do not consider obedience to be a virtue of a dwarf because it is absolutely an ingrained characteristic of dwarfs.  There's no such thing as a disobedient dwarf.  Mad dwarfs are no longer really dwarfs and fail to be part of the fortress as a whole.  This is why the other dwarfs attack to destroy mad dwarfs.  The sense of community is, likewise, a simple property of dwarfs.  All dwarfs work for the common good, as dictated by the playerdwarf and nobles (in their infinite wisdom).  Even the dwarfs that sacrifice other dwarfs (fell moods) do so for the sake of production and ambition, which are held of greater importance.  Dwarfs will gladly give their lives for the chance of impressing the playerdwarf with their errant, unarmed, unskilled heroics against the pit of giant cave spiders.

202
General Discussion / Re: America is full of FAIL!
« on: October 13, 2008, 02:26:50 am »
Oh thank god people stopped with the generic flaming and misguided attempts at economic plans.

As an American, I was pretty much always taught and I do believe that an enlightened dictator is the best form of government.  Power in the hands of a single person means that things get done.  Power in the hands of an enlightened person means that power is used rationally for general benefit.  The trouble is that enlightened dictators are a supremely rare breed.

Second - It's very difficult to find somebody who is actually willing to put their best interests aside in favor of the common good

I've always been impressed that at some critical times in history, there have indeed been people who have done this.  Some might declare me stupendously biased for admiring an important person from my country's own history, but George Washington could probably have easily claimed sovereignty after the American Revolution, but turned down rulership based on the ideals that he and his peers believed in about the responsible wielding of executive power.

At least when the time comes to switch executive power into someone else's hands other than those that have been steering this country like a drunken teenage driver in a blizzard, we can try again with someone else.  Maybe things will get better.

Cynicism about large groups of people and hostility towards large groups of people really just amount to pointless bickering until someone takes action based on those ideas.  Once you start to do that, stop to think about whether taking action based on those ideas makes you any better than the people you're trying to attack.

203
DF Suggestions / Re: The Pyrotechnics Suggestions Thread
« on: October 10, 2008, 09:53:49 pm »
I would like it as a siege weapon.  Hell, just a siege weapon that fires highly pressurized sprays of liquid so you can have water cannons, magma flamers, or blood showers (blood as a fluid! goooo!)

Also, I like the idea of satchel charges used for remote tile removal.  Seems very dwarfy to me and would be very flexible in how it affects the game.

204
DF Modding / Re: Lets mod the most complex human [BODY] ever!
« on: October 08, 2008, 10:59:18 pm »
Oh, I'd deliberately done that with the idea that once a tree was labeled LEFT or RIGHT then everything below that spot in the tree was also so labeled.

205
DF Modding / Re: Lets mod the most complex human [BODY] ever!
« on: October 08, 2008, 09:47:31 pm »
Hooray!  People are using what I did and expanding upon it!  Be warned, I did that mostly to make the megabeast dragon more durable without making it size 80 and damblock 30.  Doing this to many creatures while having the various parts NOT be vital organs will make those creatures very difficult to kill under the current version.

Also, I know I'd been planning on seeing the changes in wounds between versions before I tried to expand on this.

By the way, the DF wiki's wrong about the [EMBEDDED] and [INTERNAL] tags.  [SMALL] seems to be the ONLY way of making a body part not visible externally...
Oh, and in addition to the fact that the [UPPERBODY] and [LOWERBODY] will kill the creature if removed, damage to a [LOWERBODY] body part may nauseate the creature, and damage to an [UPPERBODY] part may cause the creature shortness of breath.

206
DF Gameplay Questions / Re: Need help in adventure mode.
« on: October 07, 2008, 07:30:29 pm »
Look at the very bottom of the list on this page:
http://dwarf.lendemaindeveille.com/index.php/Map_legend

207
DF Modding / Re: megabeast strength
« on: October 07, 2008, 02:19:11 pm »
No problems so far with lungs not working.  This DEFINITELY improves survivability versus piercing weapons.  I made a couple dragons with this body as adventurers and then went and sat in front of some angry marksmen.  I never suffered a hit to my brain or heart.  The throat was never attacked (oddly, since there are now two neck locations and only some scales protecting the throat).  The only way people were able to kill the dragon was by inducing pain (typically by critical hit to spine in tail), rendering me unconscious, then piling on until someone found an embedded bolt and started twisting.  This causes me to bleed to death. 

I only made the ginormous body for dragons, and I didn't fully make use of the modular body system, but it would only require a little editing to change this for titans, hydras, and bronze colossi.

Spoiler (click to show/hide)

208
DF Modding / Re: megabeast strength
« on: October 07, 2008, 01:51:02 am »
Here it is, the fevered work of a madman.  I'll actually make [BODY] tags for it all tomorrow, probably.  I wonder, though, whether the number of parts matters, or whether the number of branches between the visible hit location and the critical organs matters.

Code: [Select]
+ upper dorsal thoracic body
- tough upper dorsal plate scales
- upper thoracic spine
+ upper left thoracic body
+ left ribs
- left lung
+ left shoulder plate
- left shoulder spike
- left deltoid
+ left arm
- left shoulder (joint)
- left bicep
- left tricep
+ left forearm
- left carpal talon
+ left elbow (joint)
- left elbow spike
+ left hand
- left wrist (joint)
- left first talon
- left second talon
- left third talon
- left fourth talon
+ upper right thoracic body
+ right ribs
- right lung
+ right shoulder plate
- right shoulder spike
- right deltoid
+ right arm
- right shoulder (joint)
- right bicep
- right tricep
+ right forearm
- right carpal talon
+ right elbow (joint)
- right elbow spike
+ right hand
- right wrist (joint)
- right first talon
- right second talon
- right third talon
- right fourth talon
+ upper ventral thoracic body
- upper chest scales
+ tough upper chest scales
- pectorals
+ sternum
+ cardial bone sheathe
- heart
+ lower dorsal thoracic body
- tough lower dorsal plate scales
- lower thoracic spine
+ lower left thoracic body
- left floating ribs
- spleen
+ lower right thoracic body
- right floating ribs
- liver
+ lower ventral thoracic body
- diaphragm
+ dorsal lumbar body
- lumbar spine
- left kidney
- right kidney
+ ventral lumbar body
- groin
+ belly
- stomach
- guts
+ tail base
+ middle tail
- tail blade
+ pelvis
+ left hip
+ left leg
- left hip joint (joint)
+ left shin
- left knee (joint)
+ left foot
- left ankle (joint)
- left first toe talon
- left second toe talon
- left third toe talon
- left fourth toe talon
- left opposable toe talon
+ right hip
+ right leg
- right hip joint (joint)
+ right shin
- right knee (joint)
+ right foot
- right ankle (joint)
- right first toe talon
- right second toe talon
- right third toe talon
- right fourth toe talon
- right opposable toe talon
+ lower neck
- lower cervical spine
- throat
+ upper neck
- upper cervical spine
- throat
+ head
- left ear flap
- right ear flap
- brain
+ face
- nostrils
+ brow
- left eye
- right eye
+ jaw (joint)
+ mouth
- tongue
+ left wing base
- wing base joint (joint)
+ left wing
- wing claw
- first wing digit
- second wing digit
- third wing digit
- fourth wing digit
+ right wing base
- wing base joint (joint)
+ right wing
- wing claw
- first wing digit
- second wing digit
- third wing digit
- fourth wing digit

209
DF Modding / Re: megabeast strength
« on: October 06, 2008, 10:27:13 am »
You know... rather than removing the vitals entirely, wouldn't it be better to just add lots of bodyparts to a megabeast's body?  I mean, a shot through the dragon's heart will kill the dragon.  But, the heart might only be behind the third scale down the chest out of twenty.  If there are fifty body parts for a dragon, then hitting the critical ones is that much more difficult and it really DOES become a lucky shot.  Also, doesn't it increase the amount of blood the creature has, and therefore how much amputation is necessary to kill it by bleeding?

210
DF Suggestions / Re: Water Covering Cleans Clothes.
« on: October 02, 2008, 02:04:14 pm »
It'd be nice if fortress mode dwarves would treat water differently depending on their swim ranks. There's no reason why they'd willfully stay out of water if they are legendary swimmers

Then again, drowning needs looking into too. Even a master swimmer occasionally starts drowning when he gets hungry etc and dies if there's no stairs or a ramp. That's just silly, skill should prevent that

I'd just like to point out that it takes months for a dwarf to become hungry.  It pretty much doesn't matter how good of a swimmer you are; you shouldn't be able to keep swimming for significant parts of a year.

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