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3677
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.3 - for 34.11 UPDATED!!!
« on: July 06, 2012, 12:28:41 pm »(re: DC) My main complaint is that the names are cartoonish and immersion-breaking, many of the materials are a bit silly, and too many of them leave behind trackable substances which is a tedious and irritating game mechanic to deal with on a regular basis.
I also don't care for the DC monsters, as you guys said about half are imbalanced, but I don't know that the other half don't have much to recommend them either. (from a gameplay point of view .. i appreciate what you guys are saying that they're interesting 'raws' craftsmanship)
3678
DF General Discussion / Re: [i]The Hobbit[/i] as main influence over DF
« on: July 06, 2012, 12:08:11 pm »
The "wild hunt" is actually an old folk-story that goes quite like described here.
Cool, thanks for the link! I had gotten the impression it had some roots in real folk tales since it appeared in Witcher as well but hadn't gotten around to looking it up yet
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DF General Discussion / Re: [i]The Hobbit[/i] as main influence over DF
« on: July 06, 2012, 04:52:57 am »Also it is awesome how DF tends to take accepted notions about fantasy and turn them on it's head. I mean this is still the only place I've ever heard of elves being cannibals for goodness sake.
Wood elves are also cannibals in Bethesda's world, fwiw.
http://www.uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_1st_Edition/Aldmeri_Dominion
"No less abhorrent are the Bosmer than their kin at Summerset, but they are far more cooperative. The Wood Elves love the current human activity because it makes them feel important.
"They are exclusively and religiously carnivorous. They cannot, or will not, eat anything that is plant-based. They eat game, beastfolk, each other, or meats imported from other regions. This part of the Green Pact is known as the Meat Mandate, and, among its other rules, it requires that a fallen enemy must be eaten completely before three days pass. The family members of the warrior that slew the enemy may help him with his meal. Needless to say, the Wood Elves do not like to engage in large battles if they have not undergone a suitable starvation period.
"Though they are excellent archers, the Green Pact forces their bowyers and fletchers to use bone or similar materials, or to buy bows and arrows from other cultures. The use of woodcrafts created by another race is not forbidden, nor is the sale of their own Valenwood timber as long as it is collected by a non-Bosmeri.
"The Wood Elves, of course, cannot smoke anything of a vegetable nature. Bone pipes are common, however, and are filled with caterpillars or tree grubs.
"For a brief time the Colovian armies used Wood Elf archers, as in the War of Rihad two years past. The Bosmer proved to be too undisciplined and prone to desertion for further use. They would sometimes walk into the shade of a single tree and vanish. Their forest-coupling skills are remarkable. The title of their most famous poem, the Meh Ayleidion, means "The One Thousand Benefits of Hiding."
"At the trading posts of the Empire, the Wood Elves become very happy. Some creations of carpentry delight them to no end. Most of it has never occurred to them. They bring their own trade items: hides, river pearls, finger-bone charms made from the still-magically-charged hands of their dead wizards. They often buy woodcrafts that they have no use for or whose use they never bother to find out. Some of the bravest Wood Elven warriors use wagon wheels as shields, or as (they think) impressive headgear.
"While sometimes amusing, the Bosmer have a bestial side. They can resort to animal shapes if they need to, or water. Their most dreaded transformation is the Wild Hunt, which killed King Borgas for the "iniquities" of his Alessian faith. The Wild Hunt is a pack of shifting forest-demons and animal-gods, thousands strong, which sweeps through the countryside killing everything its path. The Wood Elves do not like to talk about the Hunt, and I gather they do not feel proud of this power at all-Gomini, my Bosmer companion of late, tells me that the Hunt is used for justice, but that also, "every monster in the world that has ever been comes from a previous Hunt. Those Bosmer that go Wild, they do not return."
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DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: July 06, 2012, 04:19:18 am »
Alchemy and Chemistry System
Minerals can be made into powder and liquids and used as reagents.
Alchemy = Philosophers stone, creates metals, elxir of life, fully heals/makes ageless.
Chemistry = Blackpowder for landmines, acid and warpstone for landmine/turret fillings.
Problem: Both are quite similar concerning raw ingredients and have a limited use. The chemist only helps with landmines/turrets. What else could be done with chemistry ? I feel the PVC, Plastics and Kevlar is too high tech for DF, and there is no raw oil liquid that could be mined. There is no way to apply poisons to weapons... real Chemists welcome for this discussion.
As currently implemented I think you could probably combine the ammo mint and chemist. Two different recipes for black powder/gunpowder are a bit confusing.
I wonder if the reason you have trouble thinking what to do at the chemist is that many of the "realistic" uses of chemistry from the middle ages are already implicitly performed at other workshops in DF. e.g. metallurgy, paper making, glass crafting, creating and coloring ceramics, a bit of medicine. Proper weights and measures & distillations are a bit too abstract for the game. Explosives you already have covered. So unless you want to tie chemistry in to make the crafting chain more complex for some other industries i am at a loss too.
a few ideas: (1): you could make the brick factory make only red bricks from clay, white bricks from stone, and grey (concrete) bricks from sand; and require chemistry (metal salts?) to make all the other brilliant colors.
(2) Making steel from steeloak farms is a bit too easy in my opinion, I wouldn't mind seeing that take a chemical reagent (mineral oil?) to balance out how little coke/fuel it takes
(3) Chemistry must somehow be implicitly used in the reaction that turn random blocks into slade. maybe that requires mineral oil too

Glass Industry Overhaul
Not much done in that direction yet, so everything goes. Volcanic/Obsidian glass ? Glass weapons and armor ? Batch glass making ?
I would sort of like to see batches that reduce the fuel cost of things that seem like they should be more common, like glass/ceramic jugs or clay bricks.
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DF Community Games & Stories / Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« on: July 05, 2012, 05:17:55 pm »
Panopticon, you accidentally posted in the other thread with the same name, and are confusing the heck out of the locals there
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DF Community Games & Stories / Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« on: July 05, 2012, 11:00:20 am »(stonebound, demonbound etc) Is that just a special caste of dwarf that comes with bonus abilities, or a seperate creature alltogether, like a golem? Would he be able to perform tasks like weaponsmithing, father children, remain as a noble and things like that? If not, I'll think twice before transforming - on the off chance that my designated strand extractors finally finish that damn rune.
according to Meph in the main mod thread "Mages on the other hand, they are normal dwarves, can do labor, all as usual, just that they kick ass alot."
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DF Community Games & Stories / Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« on: July 05, 2012, 01:13:30 am »
jakmak, it's actually quite hard to flood a cavern, because cavern edges are not watertight. if you tunnel a river into a cavern blind without sending in masons to seal off all the edges of the cavern you just get a muddy mess, it most likely won't drown anything.
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DF Community Games & Stories / Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« on: July 04, 2012, 06:06:06 pm »
Cool. Yeah I think if dwarves are really big, or strong, or something, they can 1-hand wield a zweihander. I've seen it once or twice before. Just like even in vanilla you sometimes see a weak dwarf who has to dualgrasp a mace.
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DF Community Games & Stories / Re: ☼MASTERWORK☼ mod succesion fort
« on: July 04, 2012, 04:10:44 pm »
Every post has a little header that looks like this
Re: ☼MASTERWORK☼ mod succesion fort
« Reply #25 on: Today at 02:52:32 pm »
If you right-click on the first line and hit "copy link address" you'll get the address for a specific post, which you could just paste in
http://www.bay12forums.com/smf/index.php?topic=112644.msg3425585#msg3425585
But you can change the text if you do it like this
If this is helpful to you, great
... but do whatever you're comfortable with, it's your thread!
Re: ☼MASTERWORK☼ mod succesion fort
« Reply #25 on: Today at 02:52:32 pm »
If you right-click on the first line and hit "copy link address" you'll get the address for a specific post, which you could just paste in
http://www.bay12forums.com/smf/index.php?topic=112644.msg3425585#msg3425585
But you can change the text if you do it like this
Code: [Select]
[url=http://www.bay12forums.com/smf/index.php?topic=112644.msg3425585#msg3425585]your text goes here[/url]your text goes hereIf this is helpful to you, great
... but do whatever you're comfortable with, it's your thread!
3686
DF Community Games & Stories / Re: ☼MASTERWORK☼ mod succesion fort
« on: July 04, 2012, 02:48:02 pm »Use spoilers, let us send our stuff to you and then include it in the first post. Thats how i would make it.
suggest that you use links, most likely the forum has a character-per-post limit
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DF Community Games & Stories / Re: ☼MASTERWORK☼ mod succesion fort
« on: July 04, 2012, 11:19:51 am »those cute little cave beetles are either REAAAAALLY slow when it comes to reproduction, or they are all steril. Maybe a bug involving Toys/Tools?
Looks like it's missing it's CHILD tag and therefore sterile.
Spoiler (click to show/hide)
3688
DF Community Games & Stories / Re: ☼Sedilurdim Nashonedir Okil - Angelictower The Bloody Dungeons of Testing☼
« on: July 03, 2012, 12:17:58 pm »* Actually, one of the caged thieves is an "Elf Fanatic". Never seen that before. I'll leave it to one of the military leaders to decide what to do with that guy.
Charcoal is in major shortage here, I ordered the burning of the wooden cages we have for more.
Hmm, I suppose I could have ordered the removal of the prisoners from those cages first, oh well, they burn too it seems.
Brilliant!!
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DF Community Games & Stories / Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« on: July 03, 2012, 09:50:16 am »
There are two levers in a small room just west of the dining hall. The room itself was labeled with a "Note", but the individual levers might not be. As of one year ago there were two levers; The one closer to the center of the room controls the inner-keep's gate. The one in the "4'oclock" position at the outside of the room controls a bridge at about the "4'oclock" position of the moat that encloses the outer courtyard.
If that doesn't answer your question then maybe post a screenshot of the levers you're asking about?
If that doesn't answer your question then maybe post a screenshot of the levers you're asking about?
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DF Community Games & Stories / Re: ☼MASTERWORK☼ DF - 1.9 - Succession Fort
« on: July 02, 2012, 07:05:52 pm »
Meph, that round on HellFire is legendary
"Yep, sorry guys, I did somehow intentionally kill everyone."
lol
"Yep, sorry guys, I did somehow intentionally kill everyone."
lol
