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Messages - Jreengus

Pages: 1 ... 202 203 [204] 205 206 ... 211
3046
DF Suggestions / Re: symbiotic relations
« on: December 17, 2007, 05:26:00 pm »
Or Possibly Just an abuse cat job on the manager screen to releive our stress

3047
DF Suggestions / Re: Stone as a component of dwarfven bread.
« on: March 04, 2008, 04:27:00 pm »
quote:
Originally posted by Boksi:
<STRONG> "The Scone of Stone"</STRONG>

Someones been reading Pratchet


3048
they store excrement in pouches in their cheeks, when frightened they spit it out at their enemy.

3049
DF Suggestions / Re: Rail system?
« on: March 14, 2008, 07:24:00 am »
quote:
Originally posted by Covenant:
<STRONG>

You resurrected a thread that old for a comment that long!?

My own thoughts, while I'm here - Minecart/rail system - very good idea. Very Dwarven. And the idea of making it require smoothed floors wouldn't be bad - smoothed fortresses are more aesthetically impressive, and newbies often forget to smooth (or smooth then engrave everywhere, which looks as naff as unsmoothed, in my opinion).</STRONG>


I personally dont feel its df dwarven, also i will always be against rail tracks because it gives the impression to me of a mine and my fortress most definetly are not mines they are cities.


3050
turn tempreture of and GFPS down to about 10, that helps quite a bit

3051
DF Suggestions / Re: new noble - Garbage Collector
« on: November 26, 2007, 12:03:00 pm »
I can just imagine the weekly meeting, all the nobles have gathered to discuss the week, the king runs his eyes along the line and sat inbetween the dungeon master in his fearsome attire and the hoardmaster wearing solid gold spectacles theres a short (even for dwaven standards) stinky garbage collector with some fishbones and a withered sweetpos stuck in his beard

3052
DF Suggestions / Re: for the sake of mechanical sanity...
« on: November 26, 2007, 04:08:00 pm »
quote:
Originally posted by qwertyuiopas:
<STRONG>I have this idea, I no longer know where it came from, but its out there already. I do not remember if I was the only one who created it, or if other people added inspiration.

here it is:

each lever would have a list of everything it is connected to.
after each object, there will be one of the following characters:

r: regular.
i: inverted.
t: toggle: opens if closed, closes if open.
o: open: only opens.
c: close: only closes.

I may have missed something, I will be back with an earlier quote or two.

</STRONG>


i like this idea, slightly related it would be nice to be-able to see a list of things the lever is connected up to and for anything qued to be rigged up to be removed from the list when choosing what to attach it to


3053
DF Suggestions / Re: Combat Engineers
« on: November 23, 2007, 04:22:00 pm »
Id like to see goblins driving goblin runts and animals ahead of them to bung up all your traps so the real soldiers can just walk right in

3054
DF Suggestions / Re: Ice Starting Points
« on: November 23, 2007, 04:19:00 pm »
quote:
Originally posted by Draco18s:
<STRONG>Unless they're on a glacial map where they have no choice.

But then, I've had problems with glaciers in that building stairs out of ice seems to have a 75-90% failure rate.</STRONG>


i ad that too, in the end i used ramps


3055
DF Suggestions / Re: Dont pull the floor out from under you
« on: November 23, 2007, 01:37:00 pm »
since you lot have some problem with your dwarves falling to their deaths i will share with you my wisdom, just build some 10x10 bridges 1 z-level down you dwarves will only be stunned, once done decinstruct the bridges and continue on with your living (but wimpy) dwarves

3056
DF Suggestions / Re: Dont pull the floor out from under you
« on: November 22, 2007, 08:18:00 am »
dont ya know, destroyng floors and stairs whilst not stood on them is for wimps and elves, its all about the adrenaline rush from falling 5 floors

3057
DF Suggestions / Re: Detailed descriptions
« on: November 21, 2007, 07:45:00 am »
the bronze collosus has an unusually large head it has mud stains on its feet and red glowing eyes, not that you care as it is currently pounding your military into pulp

3058
DF Suggestions / Re: Hiring goblin ambushers
« on: May 19, 2008, 03:12:00 pm »
I think negotiations would be fine, right up until as the goblin is leaving a dwarf baby falls out his coat, and they search him to find he is hiding every dwarven child in the fortress there.

3059
DF Suggestions / Re: More civilizations
« on: March 24, 2008, 10:25:00 am »
I think I read somewhere that more civs = slower world gen and thats certainly the last thing I want right now.

3060
DF Suggestions / Blood for the Blood God!!!
« on: March 24, 2008, 10:17:00 am »
Nah not that blood god, the other one Armok

Ok so the idea: we can select one of three religous settings:
1. Your fort worships whichever god is most common, priests for this god (ill elaborate later) provide significant happy thoughts to anyone who worsjips the same god that they meet
2. Your fort is a haven for all gods and all people priest provide a small happy thought to everyone they encounter
3. Your fort worships Armok priests revel in the pain of other providing everyone they meet with minor small thoughts. However you high priest can forge a new metal which slightly more effective than steel, your priests train in combat and will fight.

Ok so about priests religion will only begin once your fort becomes large enough  (say 50 dwarves) at which point the high priest arrives he is a noble but will only require a basic bedroom dinning room and tomb he will also require a statue as furniture but nothing else. If the god worshipped by the majority changes (for option one) or you switch to or from worship of armok the old high priest becomes a normal dwarves and your dwarves elect a new one of appropriate religion. no dwarf will willingly worship armok so a new high priest of armok will always just appear when needed and leave again if he is disposed.

Priests are required to keep your high priest happy you would need 1 per 10 dwarves you will also need to build a temple (designated from an altar or a statue) which needs to be say 10 squares per priest. occasionally your high priest will mandate items to be made, these will not only need to be made but your priests will also then take them to the temple, there is no bad side to not completeing these mandates but as soon as they can the priests will seize these items. Priests of armok however will never mandate items, simply bodies you can then select who is killed wther its a tame or captured animal a goblin prisoner or a dwarf however if you dont select someone quick enough they will grab the nearest living thing regardless. They will then keep the body in their temple where the miasma will give them a happy thought.


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