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Topics - WillNZ

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DF General Discussion / Dwarf Fortress Card Game
« on: August 19, 2008, 02:42:01 pm »
Since starting the game from the 2D version, I've thought how cool Dwarf Fortress would be as a card game. I dunno why, I just thought it would. Well, I've made up some mockups of what DF cards would look like. You can see them on my website: http://antipediangames.x10hosting.com/dfcg.html

There's no rules to go with them, I'm afraid. Just a bunch of hypothetical might-be rules. But a bigger question: am I the only one who's interested in a DF card game? Because I'm willing to put forward some effort in making it if there's some interest... and probably if there was absolutely no interest.

Oh, and any and all suggestions are welcome.

2
DF General Discussion / Rare inter-human conflict
« on: August 09, 2008, 11:58:58 am »
Had an interesting seed. It had the typical dogpile the elves get themselves into. But this was the first time I've seen a war between two human entities. I don't know how rare this is, but I've never seen it before, so I'll post the seed. It's a few small wars which take place during the Age of Legends, but interesting nonetheless. Apparently one civilization didn't like the other guys worshiping night or something. This is .39f and on a standard map.

Code: [Select]
[SEED:4158635422]
[HISTORY_SEED:2819310414]
[NAME_SEED:293894844]

3
DF Adventure Mode Discussion / Humans dining like in Fortress Mode?!?
« on: July 30, 2008, 07:54:00 pm »
I was in adventure mode partaking in a nice conflict between elves and goblins, when I decided to go to a human town to buy a good bow with my loot. And then I see this:



Yep, humans were hauling food to the tavern and eating like dwarves would in dwarf mode! Wow! Is this HFS? Is this a bug? Has everyone noticed this except for me?

BTW, if this is a bug, I have a save file.

EDIT: Image removed to save space on my website.

4
DF Gameplay Questions / Swapping weapons
« on: July 25, 2008, 06:12:54 pm »
This is a really basic question. How do I equip a weapon? This cyclops stomped me and my party, he threw me and made me lose my axe. I could pick it up, I just couldn't figure out how to wield it. I ended up taking off my armor piece-by-piece and throwing it at him. Of course, I died.

5
DF Suggestions / Family Names
« on: July 25, 2008, 03:02:14 pm »
Since a rewrite of the name system is up, I thought I'd give my 2*. So far, individuals have last names, but not family names. Let's be frank. All those names in the Legends screen make it pretty difficult to make heads or tails of whose related to who. And so far, the fact that someone is the son, father, or husband of someone else means rather little. If we have family names, we'd be able to immediately recognize relationships between other people "Oh, you're Fimruk Dangerpants? Any relation to Ultor Dangerpants?".

In a broader sense, it'd also allow us to group historical figures into family groups, which you can then do the crazy stuff with that you like to do. I understand this kinda opens a can of worms, like who exactly inherits last names, maiden names, when people adopt new family names, and so forth, but it would definitely be worth it.

6
DF Adventure Mode Discussion / Engo Sweatugly - A Record of a Crusade
« on: February 09, 2008, 03:16:00 pm »
The Rumored Noiseless Kingdoms was a sad land. For the last 700 years the rulers of this nation had been vacillating between the worship of Acmok Sacklice, the Lord of Muck, and Engo Sweatugly, lord of disease and deformity. Rivals and allies at the same time, these two disgusting deities have held the nation in a terrible and firm grip. From the Lustful Dead Smut-Church in the capital Winterback, Sweatugly ensures the prevalence of disease, deformity and evil...

Only one woman dares stand up to tyranny: Peklod Jasroemoth. Orphaned by a carp attack at a tender age, her parents could not defend themselves: Carp are the divine fish of Sweatugly, and to kill a carp would be heinous... if one actually succeeded in destroying a carp. She swore revenge that day and never put down a sword and to slay carp wherever they hide.

Peklod has trained for years secretly in the town of Abmuthe, preparing for the time when she would strike against the Lustful Dead Smut-Church. Finally, in year 1050, she took up the blade and prepared to leave Abmuthe, but not before gathering some information.

"Life, in a word, is Muck", said the mayor. The mayor had carefully applied a layer of mucus to his entire body, as the worshippers of Acmok are required to do every day. Peklod hid her disgust.

"Tell me of the Capital"

"Winter Back is far South-West of here"

"The Lustful Dead Smut-Church who worship Engo Sweatugly is there."

Peklod left immediately, but not before the mayor tried to convert her to the ways of muck. She declined politely, and left the city.

She surveyed the land. Everywhere there was Muck, Deformity and Disease. The competing religions were everywhere, but all she saw were temples to Sweatugly. Soon they would burn.

After a long tiring walk she arrived at Winterback. Slowly she made her way to the temple. It was a revolting place, a murky pond lay in the middle while a few haphazard columns held up the roof. Petitioners surrounded the place, with self-inflicted deformities and diseases, praying to Sweatugly.

She went into the temple. In front of her materialized a hunchbacked man with pustules leaking all over his face. "Greetings" he sneered, "I am the high priest of this temple. My name is Subi Stathraluth."

Subi Stathraluth. They didn't know that she was an enemy. She would have to use this to her advantage...


7
DF Dwarf Mode Discussion / Best strategies for trade agreements?
« on: December 29, 2007, 11:17:00 am »
Theoretically, which would get me more leather: selecting every type of leather at a low cost, or one type of leather at a high cost? Ditto with meat.

If I put a low priority on something, am I guaranteed to get at least one of them?

I want steel. How can get some steel without getting basically 2 units of steel and basically nothing else?


8
DF Dwarf Mode Discussion / Hobbit fort?
« on: November 11, 2007, 10:16:00 pm »
Am I the only one who has had the sudden desire to make a hobbit fort? Please don't make me feel alone  :(

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DF Gameplay Questions / Screenshots?
« on: February 09, 2008, 12:20:00 pm »
Alright, pretty basic question here... how do I take screenshots? I would assume it was the "export local image button" but it always seems to be grayed out.

10
DF Bug Reports / No seeds at startup
« on: December 16, 2007, 09:41:00 pm »
This could be a feature or a bug, but my dwarven civilization offers no plants, seeds and worst of all, no alcohol at startup. None. Not that I'm complaining- this could be a challenge. Better get skill up on Herbalism.

EDIT: Also, spider silk is placed under Cloth (Plant)

EDIT #2: Oh geez, no wood either!! Who are these people?!?

[ December 16, 2007: Message edited by: WillNZ ]

[ December 16, 2007: Message edited by: WillNZ ]


11
DF Bug Reports / Lakes drying up
« on: November 19, 2007, 12:07:00 am »
I'm playing on a temperate map with a river. During the summer all of the small murky water lakes start to dry up, and they don't refill in any of the other seasons. It strikes me as odd because if it's hot enough for the lakes to evaporate, then they shouldn't form in the first place. I don't think that Toady has implemented droughts. It's not a huge problem on this map, I have a water source. But still.

12
DF Bug Reports / One humped camels in freezing/cold areas
« on: November 04, 2007, 02:44:00 pm »
I start my fortress in a freezing foresty area, and the first thing I see are a herd of one-humped camels. I abandoned the area quickly because there was no stone, but still. There were a lot of camels.

13
DF Bug Reports / Platinum is pretty common
« on: November 03, 2007, 11:37:00 am »
I might be the only one with this problem, but every fortress I've gone into has had seams of native platinum pretty early on. I did a forest map and the only metal I could find was native platinum. Platinum is useless to me because I need refined coal or something to make anything from it.

14
DF Suggestions / Travelers and a more fluid trading system
« on: December 05, 2007, 06:21:00 pm »
Caravans and migrants are not the only people traveling in the world. Most people on the road (when those get implemented) are just average people getting from place to place. Dwarves should be able to build roads and capitalize on the ensuing steady traffic. Here's some ideas:

1)Inns & Taverns
Here, dwarves sell room and board for travelers. Weary travelers gather by hearthfire and sing tales. Dwarven citizenry sometimes come here to socialize and do some informal trading.

2) General Store
Travelers can buy necessary goods and food here.

3) Trading Post
While the dwarves will have three big caravans a year, much trading is done with basic traveling merchants. Here, the trading is automated. A full time broker automatically trades stocks of crafts for goods that you specify. Do this enough, nearby towns might switch production to match demand. Meanwhile, your own dwarves can be sent out in bands with stocks of goods to trade with nearby goods to bring back... for a profit for themselves, of course.

4) Adventurers
Bands of vicious armed mercenaries, known as "adventurers", will stop by and make their services available for a price. They're very skilled in ridding caves of creeps but are volatile and prone to killing cities for no real good reason.


15
DF Suggestions / Random Riddle Generator
« on: September 24, 2007, 01:51:00 pm »
That's right! Nothing says "dungeon" like a random riddle. Of course, you'd need some mad programming skill to make up one of those existential, profound riddles. What I'm talking about is much simpler. When the game calls for a riddle it picks up a random object and looks at it's tags and formulates clues based on those tags. For instance:

"I am small.
I am bearded.
I live underground.
What am I?"
That would of course be a dwarf.

If you wanted to, you be really cruel and have riddles based on historical figures, cities, and nations, really testing the player's knowledge of the world here. For this, you might want to establish some difficulty parameters, based on the obscurity and the number of clues given.

Applications:
Riddle locks - you can only get into some rooms and opening some chests by answering a riddle.
Monsters - "answer a riddle and I won't kill you" type scenarios.
Magic - These might be required to activate magical items.
Sages - You can go to sages who might give you information critical to solving riddles.

I didn't see this on the bloats, but those seem so huge that it could be there.


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