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Messages - Adrian

Pages: 1 ... 14 15 [16] 17 18 ... 23
226
DF Suggestions / Re: Procedurally Generated Cave Beasts
« on: September 04, 2012, 12:36:43 pm »
the Dwarves worship deities, so basically we're going to ignore any evidence of the simulator's existence and assume Armok created everything in 1025 years

227
Not so much to induce scarcity, but Dwarf Fort does need an good item sink.
Could be as anti-climactic just having items degrade to XXstuffXX faster.

228
DF Suggestions / Re: wharf fortress
« on: August 24, 2012, 09:19:26 am »
Quote
also klingons (worf fortress)

... You serious? Never going to happen because:
a) It doesn't fit to the fantasy world
b) It doesn't fit to the time period of the game (IIRC nothing after 1400 century will make to the game)
c) I think it would violate at least one license and I really believe Toady won't go and buy the license just to add klingons to the game...

It's a pun: wharf <=> Worf.

229
DF Suggestions / Re: Keys maybe?
« on: August 23, 2012, 03:00:13 pm »
I don't see how keys as an object would improve gameplay
Maybe in adventure mode, with the upcoming sneaking release

230
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: August 20, 2012, 10:48:45 am »
Draw this.

231
DF General Discussion / Re: Kick it in the Face!
« on: August 20, 2012, 10:40:22 am »
The Stray Horse kicks The Minotaur in the head from the side with his right front hoof, bruising the muscle, jamming the skull through the brain and tearing the brain!

The Minotaur then hemoraged to death.'
fanart to be made immediately

232
DF Suggestions / Re: Lower the default number of babies+children
« on: August 19, 2012, 10:01:23 am »
Then he should change it. It would take less than a minute, if he knows what he's doing.
That's the problem.
New players don't understand how the raws work

233
DF General Discussion / Re: So i have some zombies
« on: August 17, 2012, 09:19:42 am »
launch the zombies at them.
You win the thread and i'm going to try this.

How do you think launching 10 zombies in a cage will end?
Will the cage shatter on impact, Releasing the zombies?

234
DF General Discussion / Re: So i have some zombies
« on: August 16, 2012, 10:37:13 am »
Just wondering.
Is it possible to catch elves with cage traps without them being hostile?

235
DF General Discussion / So i have some zombies
« on: August 15, 2012, 03:24:44 pm »
A little while into my current fort i noticed how, every time i butchered something, their skin would just sort of get up and attack my Dorfs.
After some detective work i figured i embarked on 2 biomes, one of which is evil.

I then promptly walled off a 5x5 area in the evil part of the map, only accessible through a 1x5 hallway of cage traps, and designated the inside as a refuse pile for corpses.
It's a few months later and i currently have a bunch of zombies in cages.

Now my question: How do i use this to kill elves?

236
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 15, 2012, 11:23:56 am »
an Unfortunate Side-effect of Dorf Fort becoming more and more popular.

237
DF Suggestions / Re: Restricting Suggestion Posting
« on: August 15, 2012, 11:20:38 am »
No.
Because it would encourage people to spam the other forums

238
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 13, 2012, 10:31:09 am »
Adding Multiplayer/LAN to Dwarf Fortress

239
DF Suggestions / Re: A new approach to rooms
« on: August 12, 2012, 06:54:30 am »
So, I can see merit to setting a bedroom as a zone, and then placing one more more bed-building designations in there, and you've got a bedroom.  Even before the bed's available, thus making the bed an upgrade.  Which can be easily upgraded by placing a better bed somewhere else in the zone and then removing the old one (if you aren't making it a dormitory by being multi-bedded permanently).

We can go even farther and have the owner of a room check for him-/herself what furniture is needed and pick it up from a stockpile
This would, however, require Dorfs to to have wants and needs like nobles, though be far less demand-y.

And we'll also run the risk of having a fort full of batman villains, with every Dorf having his/her own little themed lair.

240
DF Suggestions / A new approach to rooms
« on: August 11, 2012, 11:12:18 am »
Instead of designating rooms from furniture, how about designating them like zones?
ie: I've dug out a nice bedroom for a Dorf, i'd then go [d]esignate -> [R]oom and create an origin for the room (right now the origin of a room is a piece of furniture) and using +/- i blow up the room to the size i want.
I could then, through the room's properties, differentiate what kind of room it'd be (bedroom, dining hall, etc.) and assign it to a specific Dorf if i wanted to.

Now we have a room with an intangible origin with the same functionality as any other room.
The plus side is that the room will stay there no matter how many building destroyers are smashing up your stuff in the fort.
The down side is that itīs a little more work to make a room.

Thoughts?

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