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Messages - Dae

Pages: 1 ... 16 17 [18] 19 20 ... 52
256
DF General Discussion / Re: Future of the Fortress
« on: May 29, 2011, 03:05:49 am »
Their "stock" fantasy world however is seriously lacking the niche orcs fill in other fantasy works though - savage, brutish, mortal, breed-like-rabbits warlike creatures. The closer we have filling this niche are elves, but they are immortal.

That's fine with me.  Novelty is a good thing.

257
The ones with a mouth or a [GRASP] tag if I remember Toady's post correctly.

258
DF General Discussion / Re: Future of the Fortress
« on: May 26, 2011, 03:46:42 am »
Are you kidding ? The chance to destroy half the world with the body of a terrifying wambler ? I would gladly go with that only for the mental pictures.

259
I'm thinking please, stop writing in comic sans.

Then my first thought was that during the part from 0:00 to 0:15 you could have made the bass line run along the main "thread" rather than just playing a few notes... But then I have neither the musical knowledge nor the vocabulary in english to express anything of real interest.

That said, it's a very good initiative, I appreciate it ! I hope it's one of many other orchestral arrangements !

260
DF General Discussion / Re: Getting excited about the new update!
« on: May 25, 2011, 08:42:18 am »
Why can't you start a fort now ? The release won't destroy your save, these days are over. you can play all you want now and still get your fort attacked by dismembered limbs later !

261
DF General Discussion / Re: Future of the Fortress
« on: May 25, 2011, 08:38:11 am »
edit - the nonsenseness of a "weredwarf" has just struck me... if "were" is the old germanic/saxon for "man", what is the old germanic for dwarf?

I bet it's close to "dwarf" and wouldn't make sense anyway. A Dwarf-dwarf ?
What we need is the old saxon word for "feral aquaphobic demon who never gets out in the sunlight". Oh, wait...

262
DF General Discussion / Re: Future of the Fortress
« on: May 24, 2011, 03:11:20 am »
Will the raised dead retain experience (skills) and attributes?
For example, will legendary fighters be more dangerous than others?

Judging by everything we've heard so far, the raised corpses/body parts have no connection to the mind/soul of the owner, therefore they won't (or at least shouldn't) have its skills.

But they WILL have the body stats, perhaps diminished a little. Superdwarven strength, speed and toughness.

263
Actually, wasn't merfolk bones cost tuned down by Toady himself after this whole economy was first set up ?

264
DF General Discussion / Re: UPDATE ALREADY!
« on: May 17, 2011, 03:29:12 am »
And what excellent worlds of possibilites and modding these two will open !

265
DF General Discussion / Re: Future of the Fortress
« on: May 15, 2011, 07:19:08 pm »
Obviously, you don't agree. Can you imagine some people think about it in a different way or are mad enough to not want to know any better ?

Imagine a priest can make the dead come back for a little time with their full mind so they can explain the circumstances of their death or say goodbye to their families, with the cost that his soul promptly leaves its body - again - and its corpse now tries to kill every living thing. Wouldn't that be interesting ? That's  a thing I love in DF : you never know what's going in next. I was totally taken aback by the whole "secrets" thing and it kicks randomization up one level. So much Fun to be had !

266
DF General Discussion / Re: A third 'mode'?
« on: May 15, 2011, 10:12:58 am »
This one at least has the advantage of having most of its features already implemented or impending. I fear we must wait until the poetry generator for dwarven dating sim to be possible.

267
DF General Discussion / Re: A third 'mode'?
« on: May 15, 2011, 08:17:15 am »
I quite like the idea. I think some thought about it some time back, about playing the trek to the fortress place. It could be a first, "simple" version of this since there is no fortress to have sync problems with.

I always thought about it as a succession of embarks in the wild, but you do raise the point that the members of the expedition can have to deal with the locals. Trading of course, but also working for them - I guess we'll have to see how adventurer work is implemented.

I think it'd be nice to focus on a few dwarves again. Travelling on the adventurer map only with a few ones, checking the food level at times, filling the waterskins when you cross a river, discovering a night creature's lair on the way and having to choose : attack it now during day time or hope the expedition can make it far away before dusk.
It would be an occasion to see dwarves' everyday life on a more normal scale than the whole "work for 45 days, drink during 7 and sleep 15 more".

This "trek mode" should probably be a little more hardcore than the fortress mode : you can't grow crops, wait for someone to heal a wound, nor can you take much more than you can bear.

268
DF General Discussion / Re: Future of the Fortress
« on: May 12, 2011, 01:22:14 pm »
[WALKS:MOON]
and
[WALKS:MC_HAMMER]

269
DF General Discussion / Re: Future of the Fortress
« on: May 12, 2011, 06:52:25 am »
Quote
The dead arise tonight!

WILL THEY???
Spoiler (click to show/hide)

270
DF General Discussion / Re: Future of the Fortress
« on: May 12, 2011, 03:20:47 am »
A were-cave-swallowman ?

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