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Messages - Mike Mayday

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826
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: September 10, 2009, 06:54:03 pm »
Where do the Snailmen fit?
They fit in their shells, DUH.

Also duders, while the characteristics of a civ ARE also important here, try to think about the difference between a race and a civilization.
While unlikely, a human civilization that worships demons and only respects power may happen. What differentiates the races are their biology, emotions, instincts.

827
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: September 10, 2009, 06:45:49 pm »
Hey, Danarca gave me an idea.
If goblins live until something kills them, maybe that's why they have no respect for the life of others? Because they know that pretty soon their victims would die anyway?
Do goblins fight wars between themselves?

Seagoon, that's a great idea too!

828
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: September 10, 2009, 06:27:28 pm »
That's very well put.
Just one question- ARE goblins greedy? I've always thought they only raid for the killing.
And how does the whole kidnapping thing tie in? Do they seek pleasure in bringing up the other races' children in their own, twisted ways?

829
DF General Discussion / Fleshing out the races of Dwarf Fortress
« on: September 10, 2009, 06:08:46 pm »
The fact that DF is still in alpha may be both a curse and a blessing for many of us. One of the more fantastic aspects are the bugs, quirks and placeholder functions that make people behave in unexpected yet entertaining ways. Add to this the already well-fleshed out racial profiles that Toady came up with and we've got a winner here folks.
Now, some things that happen might be happening because the proper functionality is not implemented but that doesn't mean we don't like some of those things the way they are. Anyway, I've decided to write a short summary on all the races that I would like you to help me expand (I've added some things NOT in the game). Hopefully, even if proper functionality is added, these things will remain (optionally) intact :)

DWARVES

Dwarves are, by human standards, insane. They are obssessive and liable to hurt others when unhappy. Any morals and social structure become obsolete when a dwarf doesn't have his needs/demands met, ESPECIALLY if a strange mood is in play. At the same time, anything can balance out a dwarve's unhappiness: for a dwarf to get better after the death of a spouse, it's enough to dine in a REALLY GREAT DINING HALL. Except for insane dwarfs, the only emotion that can affect a dwarf's actions is RAGE.

Except for nobles, Dwarves aren't greedy. They tend to gather stuff they like but that is more like an obsessive-compulsive disorder than greed.

Work is very important to a dwarf. VERY. This leads to some interesting behaviour: talking to a lover once a few weeks is ok. Carrying your baby to sparring practice is ok. Not caring for your clothing and hygiene is ok. Anything goes, as long as it serves the Fortress!

Dwarves have an innate admiration for good craftsmanship. A plain door is enough to make a dwarf weep as long as it's sufficiently well crafted.

By some strange twist of fate, alcohol is an important nutrient for Dwarves, so much that even children consume it.
 
HUMANS
Humans are boring, predictable and greedy. They're mostly concerned with trading, shopping and art. A typical human has no appreciation for good craftsmanship- things have to look pretty for them.
Emotions are an important drive for a human. Rage, happiness, jelousy, revenge, despair, love- all can have a serious impact on a human's action.

Humans get easily attached. The death of a spouse is a complete tragedy to a human, a mental wound that only time can heal. Sometimes even the loss of a material good is difficult to forget.

ELVES
Elves consider all life sacred, so cutting down trees is like murder to them. This is especially valid since they have the ability of expansion (buildings and tools) without cutting down trees.
They would share this ability with the other races BUT, seeing as they are all filthy murderers, the other races can't be trusted with that ability- they would probably just exploit it for their own needs instead of living in harmony with nature (which is probably right). That is why they bring wood (obtained in the harmless way, they probably ask trees to produce some logs?) to other races (GAME NOTE: THEY BRING FAR TOO LITTLE OF IT). When that is not enough to stop the barbarians from killing trees, they get eaten- no life should go to waste, so just like animals do, Elves only kill people to eat them.

GOBLINS
PLACEHOLDER: goblins are evil.

KOBOLDS
Kobolds are cute little kleptomaniacs. They are not greedy, stealing simply lies in their nature. Apparently, so does failure.

830
DF Suggestions / Re: No more all-directional ramps
« on: September 10, 2009, 01:40:13 pm »
The main problem with lower water levels is that anything less than 7/7 depth makes the fluid sim much more expensive. The more non-full, non-empty tiles you have, the worse it gets.

Ah, I didn't know that, thanks.
Well, back to ramps then!

831
DF Modding / Re: DFG 19
« on: September 10, 2009, 12:18:17 pm »
Yes.

832
DF Suggestions / Re: No more all-directional ramps
« on: September 10, 2009, 11:45:42 am »
Wouldn't simply running lower amounts of water work?

833
DF Modding / Re: A too-tiny tileset! (4x4)
« on: September 09, 2009, 07:13:10 pm »
Holy dung, it really IS readable!! (albeit barely ;>)

834
DF Modding / Re: DFG 19
« on: September 09, 2009, 06:46:59 pm »
Ah, serves me right for doing a stupid joke and forgetting about it.
Lego: the proper link is in my sig :) You're welcome to check it out.

835
DF Modding / Re: DFG 19
« on: September 09, 2009, 05:06:49 pm »
Um? Could you post a screenshot? I'm not sure what you mean.

836
DF Suggestions / Re: No more all-directional ramps
« on: September 09, 2009, 03:12:28 pm »
Seriously... they're somewhat ok once you get used to them (even though they're still bugging me) but I remember having lots of problems understanding them once 3d DF came out.
I updated the mockup with a little addition.

Also, since we're talking about confusing things, what the hell is up with brooks? Why aren't they made with a simple channel with ramps on both sides?

837
DF Modding / Re: DFG 19
« on: September 09, 2009, 02:25:33 pm »
plz redownload -_-

838
DF Suggestions / Re: No more all-directional ramps
« on: September 09, 2009, 10:19:06 am »
I edited the title because it was misleading. If you look closely, I did place corner ramps on that mockup along with some other weird ramps, even though I don't think some of them are necessary, like the 1-tile wide ramp-rifts or however you want to call those- If they were two-tile wide, they'd make more sense and only use the normal and corner ramps.

839
DF Modding / DFG 21
« on: September 09, 2009, 10:11:38 am »
Hey there.
Since some people have been bugging me about it, I thought I'd notify you all that there's a new DFG. As always, you can grab it here:
http://mayday.w.staszic.waw.pl/df.php

I did some nasty tricks with the main tileset this time. Any feedback is welcome, though I can't guarantee that all suggestions will be employed.

840
DF General Discussion / Re: Fan art competition!
« on: September 09, 2009, 08:27:45 am »
Armok, did you come up with this description or did you find it somewhere?

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