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Topics - Nukeitall

Pages: 1 [2]
16
DF Bug Reports / Pseudo-Freezing.
« on: November 09, 2007, 12:37:00 am »
Greetings.

Several years into my fortress, I have encountered a particularly nasty spat of freezing that occurs periodically from an unknown source. I am unable to locate said source despite disabling many features in the game.

The freezing itself is sometimes not permanent - the best example I can give is a stroke. Something is obstructing the CPU cycles and the blockage (sometimes) clears. The end result is uneven crashes.

I have included the save file and I can answer any questions required.

Buggy file here.


17
DF Suggestions / Mass graves, funeral pyres.
« on: March 09, 2008, 10:20:00 pm »
It struck me after a meatgrinder battle with a large goblin force. Victory was mine, but there was a ruined battlefield. Over 40 corpses littered everywhere with full clothing and armor, as well as other things.

Big battles are big. I hardly had room in my stores for all that cloth and armor.

So, I just mass dumped it all into a volcano. But there has to be an easier way.

I suggest mass graves or funeral pyres. Both are well known in ancient history and even modern history as a reliable (if tragic) way of disposing of corpses and detritus rapidly. In addition, it would look cool to see the corpses burning in a specific area, covering it with ashen ruin.


18
DF Suggestions / I think I'd like to conquer hell.
« on: June 10, 2008, 04:13:00 pm »
It just occured to me, you know. I was midway through a nostalgia hit in Doom 3, and I was thinking about the expeditions and limited base camps established in "hell" proper seen late in the game.

Then it hit me. You need to be able to establish a fort in "hell" - or, "the other side" of the SECRET FUN STUFF. Why? Hardness. Why? insanity? Why? because I think it would be the ultimate difficult terrain.

Think about it. Demons everywhere. No water. Sweltering heat. Mind blasting horror at every corridor and turn. Black dark skies marred by raining blood and periodic insanity.

And because in the end, Dwarves are the only race bad enough to conquer hell.


19
DF Suggestions / Hideous Magical Mutants!
« on: August 04, 2007, 09:52:00 pm »
Perhaps I'm getting a bit ahead of the curve here, but when magic is implemented we should be able to create freakish mutants from existing animals through wizardry.

Bear with me - I'll try to explain.

Freakish wizard spawned mutants are a HALLMARK of traditional fantasy dating all the way back to Tolkien and beyond. You can't even run a D&D game without running into the spawn of some wizard's mad power trip which may (or may not) have gone over so well.

That all said, I think it would be extremely cool to trap monsters and create a race of mutant freaks that destroys your fortress and the world. Or just guards it. Or one then the other.


20
DF Suggestions / Temperature change creates obsidian
« on: July 30, 2007, 05:43:00 pm »
Hey folks, after carefully perusing the bloat section of the site I have failed to find any relation to my suggestion. (Exception being bloat 356+, which are loosely related and regard temperature and material changes)

Basically I want extended high temperature exposure to standard rock to create obsidian walls and floors, which alter the way magma flows. (increased speed and heat, never cools?)

Additionally this makes for some volcanic forts to be intentionally flooded to make the entire thing obsidian - which makes it cool for fluff's sake. "I HAVE AN OBSIDIAN FORT!" would be said with much joy across the realm.

That's my suggestion. I bow to everyone's reading this. Also, Toady is awesome.


21
DF Suggestions / More hard. Flooding. Tital Waves. EVIL.
« on: March 23, 2008, 11:18:00 pm »
Gentlemen.

I love Dwarf Fortress. But we need more hard - and granted the game can be difficult currently, having more difficulty options available would "spice things up a bit" and be funny at the same time. Losing is fun, after all.

My proposals as follow:
Weather related -----
1.Adverse weather phenomena. As it stands currently we experience weather - storms, blizzards, rain, etc, but we do not experience adverse weather phenomena that could in theory occur. Tidal waves. Hurricanes. Earthquakes. Standard disaster stuff. Example: Fortress Joebob is having a great year, then, FLOOD and water spills into the fortress, flooding it, because they built too close to the river. Woopsie.

2.EXTREMELY adverse weather conditions. End of the world stuff - raining blood, football sized hail, supercell thunderstorms that cause forest fires and really wreck up the place. Meteor storms. Dimensional portals in evil areas, uhoh, demons. Nowyou gon' done it.

General difficulty ---
1.More harder biomes. "Terrifying" is certainly terrifying, but I'd like "Horrific" and "Hell". What would be special about these? More zombies. Demons. More undead. More evil, the very earth is a blighted nightmare that is poison. Dwarves are constantly unhappy and the sun is blotted out during all hours. Crops wilt and die. Insanity and pestilence stalk the fortress. Every moment of existence is misery and death. Fun.

2."The taint". Evil should really mean something. Expeditions and fortresses in evil areas should have all sorts of problems to contend with beyond the terrain and wildlife. Extended exposure to the surface or tainted areas would cause birth defects in children, mutations in adults. Obviously these could have different effects - stillborn children every year would suck less then, oh, a vestigal thumb.

I rifled through the bloats and etc, and nothing really like this was there, so here I am.

Not perfect, I know.


22
DF Suggestions / The Land Of The Moles!
« on: March 16, 2008, 08:36:00 pm »
As I play the game more and more I find myself wishing for more unique things to be found as you dig. The "classic" version of the game always had a river, chasm, magma flow, demons. The usual.

The current game still has these, but I get the feeling that the "deep" parts of the world are not nearly as dangerous as they rightly should be. Currently we rarely strike adamantium and all the threats to dwarves almost exclusively come from the outside of the fortress.

So, I suggest another terrain feature. In Dungeons and Dragons they call it the underdark, but I really want to see an underground "world" akin to that found in Journey to the center of the earth. In theory it would be home to many strange creatures like dinosaurs, fabulous wealth, and lost temples to forgotten gods. Perhaps a good area to "adventure mode" in.


23
DF Suggestions / STUPID: Beer pond.
« on: April 13, 2008, 03:51:00 pm »
I'd like to make ponds of beer.
Or wine.
Or any form of liquid, for that matter. Perhaps even urine.

The ultimate idealized defense for my fortress? wall of urine.

I'm sorry I made this thread, but it was almost too stupid to pass up.


24
DF Suggestions / The Doormat. The absolutely most important thing.
« on: November 03, 2007, 03:10:00 am »
My dwarves are tracking mud all over. I require Doormats to properly keep them from mucking up my very clean and smooth limestone floors.

Perhaps it can be made from animal hide. Or bone. Or rock. Something?


25
DF General Discussion / ITT: We gush about new version
« on: May 31, 2008, 11:35:00 pm »
Looking forward to it. Really am. The new and improved adventure mode should make for massive entertainment, even if fortress mode was only minimally improved this time around.

Also looking forward to Skeletal and/or Zombie Dragons. Mark my words, I will capture it and make sacrifices to it.

Some other hopes for this version:
-Slightly improved performance
-Slightly improved sieges (maybe trolls? MAYBE? oh, and don't get on me about how there's trolls, because I haven't seen any for like months)


26
DF General Discussion / They don't have a cave troll.
« on: November 15, 2007, 08:37:00 pm »
Anyone notice that sieging goblins are failing to bring in the heavy artillery these days? Is this a bug or unintentional side effect of all the backstage movement?

I like sieges, even if the goblins don't stand a chance. To make it fair I've been (ugh) marching my dwarves to fight them on the field.


27
DF General Discussion / Mystery Of The Dead Miners
« on: November 04, 2007, 02:35:00 am »
Hey folks. Been bumping into this problem and I was wondering if you guys are encountering it.

Basically, my miners keep dying despite having adequate passage to upper/lower levels. Do ramps seem to decay over time and need to be rebuilt? Obviously this has caused the deaths of ...many mining teams as I read a book while my dwarves scurry about.

I've tried using stairs, but the linking system, while adequate, appears wonky.


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