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DF Suggestions / Re: Placeable text comments
« on: December 15, 2007, 06:43:00 pm »DF Suggestions / Re: New skill (advancement) names.
« on: December 16, 2007, 01:36:00 pm »It could progress like this:
Clan Legend (distant family knows and revers him)
Guild Legend (meaning all dwarves of his class would know about him)
Mead-Hall Legend (many dwarves know his name)(current Legendary)
Local Legend (i.e. entire fortress knows about him; a founding dwarf, for instance)
Regional Legend (now even the Baronry town would know about dwarf)
Bardic Legend (fame to the point of other nearby fortresses knowing him)
Civic Legend (entire civ knows about dwarf
Racial Legend (all Dwarf-kind knows of dwarf)
World Legend (nearby civs of all races know dwarf)
Epic Legend (a god of story if not in fact)
Weather or not the NPCs know about him or not does not matter yet. This is just a way for a Legendary bone carver due to a fell mood to not quite be the same as a Legendary Blacksmith/Mason/Carpenter/Hammerdwarf with 120 masterpieces to his name and Superdwarven statistics.
[ December 16, 2007: Message edited by: PTTG?? ]
[ December 16, 2007: Message edited by: PTTG?? ]
DF Suggestions / Re: New skill (advancement) names.
« on: December 14, 2007, 09:11:00 pm »-Miners and Bookkeepers become legendary faster than you can say 'Hail Armok, god of Blood'
-Since Moods are more difficult to achieve, the rewards should be a little bit better.
DF Suggestions / Re: Workshop quality
« on: March 17, 2008, 10:27:00 pm »
DF Suggestions / Re: Differentiate aquifers and wet rock
« on: March 17, 2008, 09:57:00 am »DF Suggestions / Re: Change humans max age.
« on: March 17, 2008, 09:49:00 am »DF Suggestions / A big suggestion for one tag
« on: March 16, 2008, 12:33:00 am »The point of all this is to add a powerful new tag to DF. This tag can be used for every thing from turning an egg to a dragon, a child to a man (in this case, they would finally grow in size, instead of dwarves giving birth to full-grown dwarves), to have were -wolves, -bears, -carp, and olms, possibly to have wizards turn a barbarian warrior into a weaker female, or have a gell-creature that grows as it absorbs victims. And, of course, many, many more creatures can work.
I'm sure that many of these elements are in the bloats and cores, but I encourage this to be tackled soon, because this could have far-reaching ripple effects as other tags and game elements get added.
DF Suggestions / Re: Looking.
« on: December 12, 2007, 02:06:00 pm »Distant View
Same basic idea, I think. I didn't think about local landmarks, though. That sounds like a good idea on it's own.
[ December 12, 2007: Message edited by: PTTG?? ]
DF Suggestions / World-Gen Woes
« on: December 10, 2007, 11:06:00 pm »Second item: If the above proves impossible, what can be done to mod biomes? Can temperature or foliage be changed? It seems that rock (or at very least soil) type can be changed.
Any thoughts?
DF Suggestions / Re: Split mill jobs into "mill food" and "mil
« on: December 10, 2007, 10:38:00 pm »Solomon has spoken.
DF Suggestions / Re: Interrupting across z-levels
« on: December 10, 2007, 10:36:00 pm »DF Suggestions / Re: Mass-designation for dumping/melting
« on: December 09, 2007, 11:40:00 pm »DF Suggestions / Re: Slimes.
« on: December 07, 2007, 10:58:00 pm »DF Suggestions / Re: Skill weapons
« on: December 07, 2007, 10:50:00 pm »-Crafters of all types become more useful, as high-quality tools provide better bonuses
-trade becomes more important as missing tools can be irreplaceable.
-skilled workers can get happiness bonuses for using better tools.
-towns, fortresses, and dark fortresses become more alive and active with new items
-allows for more sophisticated tech trees for later as required tools can not be made without earlier tools.