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Messages - kontako

Pages: 1 ... 12 13 [14] 15
196
DF Suggestions / Re: Vampires
« on: March 20, 2013, 04:27:50 am »
Very true, my only intention was to get the idea out there before any form of update happens to the night creatures and hope something interesting would happen.
lets just hope the mythological creatures follow their original concepts, instead of the ones made up by 'pop culture' (shudders) ::)

197
DF Suggestions / Vampires
« on: March 20, 2013, 03:02:12 am »
Hello!

Recently I've been thinking over the subject of vampires in game, I thought it was a bit unusual how as soon as you drink the blood of a vampire you instantly become one.
I wanted to suggest a new system for the transformation from a regular mortal into a vampire... get this...

What if as soon as someone drinks the blood of a vampire or is cursed by a deity during world gen nothing visible happens and the victim walks away feeling no different, yet he is cursed. Say about 24 hours after the death of our victim (it doesn't matter how they died, just aslong as they did) or until the next evening the victim will raise from the grave as a vampire. The vampire would claim a new identity, say by killing someone then claiming to be that person, the vampire could then hide the corpse in his grave, or just throw it away and no one will be any wiser. <-- ( an example of how it would go in world gen)

Just an idea, but I'd think this would add more depth to the 'mythology' of vampires existing in game

also sorry if this has already been mentioned, in the brief search I did; I did not find anything like this mentioned.  ;)

198
DF Suggestions / Re: More interesting HFS/Circus
« on: March 19, 2013, 05:55:18 am »
My ideas were, large magma rivers, lengthy streams of clown poison, blood from suitably dramatic sources (FB, clown, dwarf, etc), clouds of clown dust and boiling vapor, drifting clouds of fire, rotting limbs and corpses (possibly animated), skeletons, and corpses (possibly zombies) of the dwarves who have died in your fortress.
Spoiler (click to show/hide)
Here's the video... not sure if I'm allowed to post links but anyway...

199
DF Suggestions / Re: Dwarven journals
« on: February 11, 2013, 04:53:35 am »
What if only dwarves with reading/writing skills could write in journals. It would finally give the reading/writing skill a use in fortress mode and would definitely cut down on the amount of journals.
As mentioned previously maybe the fortress should contain 1 journal which contains all the important information and all key events, say, wars, sieges, beast attacks, rumors, etc <-- basically a summery of the current issues in the region.  :-\

Although I do agree. It would be extremely interesting to view the world via the dwarves eyes.
Rather than every event written down, a short summery of the most important happenings would be easier to keep track of, eg. 'This has been a fantastic week! no one has died and the fortress is flowing with beer!' or 'This has been a horrible week, *enter dwarf name here* has died! and the goblins are holding us at siege.'

200
Hahah, yeah. Armour (if any), food and weapons are all randomly added when you generate your character.
But if you choose to start as an outsider, you start with even less!

201
DF Dwarf Mode Discussion / Re: What the hell is wrong with Marks-dwarfs?
« on: November 30, 2012, 05:14:03 am »
Thanks.

This may be a little off topic, but: Currently I'm trying to keep all my dwarfs inside my fortress while leaving a small passage full of traps. Is there any way I can set a "No matter what, no one may enter this passageway" tag to this area? my dwarfs are constantly waltzing outside picking up random junk, even though I've set a restricted traffic tag to the hallway.

Any way of doing this without having to constantly activate or update the area of a burrow would be extremely helpful!  :D

202
DF Dwarf Mode Discussion / Re: What the hell is wrong with Marks-dwarfs?
« on: November 30, 2012, 02:34:19 am »
Yeah, I gave them a kill order. I didn't know there was such thing as a move order?  ???

203
DF Dwarf Mode Discussion / Re: What the hell is wrong with Marks-dwarfs?
« on: November 30, 2012, 02:01:47 am »
yep
yep
yep
nope, although they should automatically pick up any laying around right?
yep

That's the strange part! They just dropped them and began to wrestle, is there a way to set it to 'ranged combat only'?
Also they had their job listed as "No accessible opponent" or something like that, I don't know what it means by that, they were standing right next to the ogre.

204
DF Dwarf Mode Discussion / What the hell is wrong with Marks-dwarfs?
« on: November 30, 2012, 01:03:00 am »
Hey a moment ago 2 blind cave ogres walked into my cave. I sent some of my Marks-dwarfs to deal with them at long range so they wont get hurt. For some reason they took incredibly long to get prepaid. When they finally walked down into the caves I noticed they were not firing any bolts, that's because they didn't even pick any up! even after how long they took to get prepared. next they just dropped their crossbows on the ground and charged at the cave ogres and began to wrestle them with their teeth?!

the cave ogres killed them quickly because they didn't even bring any Armour!
What the hell is going on!!!!!

205
DF Dwarf Mode Discussion / Re: Storing liquids
« on: November 19, 2012, 12:12:42 am »
Thanks.

I some how got the idea that leaving a barrel in the affected area would gain the slime covering; and some how over time turn into a barrel full of slime  :P
Quote
I highly recommend you keep an eye on anyone affected by the slime. Not all syndrome effects are immediate.
I did not know that! now I'm scared.

206
DF Dwarf Mode Discussion / Storing liquids
« on: November 18, 2012, 11:59:59 pm »
Hey!

Recently I've started a new fortress; which is partially in an evil biome. I've noticed it to be frequently raining bitter slime all over the evil biome.
Is there any way I could position a barrel or container of some sort in the area affected by the evil rain; to be collected or used in some sort of way?

Also any dwarf or animal that walks across the evil area covered in slime, appear to become dizzy. how does it affect them? do they gain any negative thoughts from becoming dizzy?

 :)

207
DF Adventure Mode Discussion / Re: Best material for whips
« on: November 05, 2012, 06:05:43 pm »
Sadly, yes. It is a giant demon twisted into a humanoid form, although it has no skin! does that mean I have a higher chance of wounding it? and is silver really the best material for a whip? I have both a silver and an iron one.
Can I throw items at it from a different 'z' level? the bastard constantly fires webs everywhere!
Sorry for derailing the thread  :P

208
DF Adventure Mode Discussion / Re: Best material for whips
« on: November 04, 2012, 06:22:04 pm »
I'm currently attacking a deity with an *adamantine short sword* but every hit is deflected by his 'pig tail fibre coat' would a whip (of any material) do any better, simply because it has a higher contact area?

209
DF Adventure Mode Discussion / Re: Lost on my search for 'clowns'
« on: November 04, 2012, 06:01:05 pm »
Actually I did find my way to hell, and back :P and on my way killing several demons! :) although I am slightly sad it doesnt say in legends that my player roamed the underworld

210
DF Adventure Mode Discussion / Re: Haunted by zombies!
« on: November 04, 2012, 04:19:59 pm »
Well I just found a mummy still in its tomb... Its dead-er now!  ;D

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