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Messages - AfellowDwarf

Pages: 1 ... 74 75 [76] 77 78 ... 81
1126
DF Gameplay Questions / Re: Way too many giant bugs and insect people
« on: January 16, 2013, 10:24:56 pm »
There are actually grasshoppers in that climate in real life
And obviously, giant grasshoppers would be even more suited for it. A larger body means less heat loss.

1127
DF Gameplay Questions / Re: Way too many giant bugs and insect people
« on: January 16, 2013, 09:32:14 pm »
I'd guess the high percantage of savagene areas allowed big populations of savage creatures, enabling them to occur more often. Maybe you'd have less giant animals in a world with only a small savage area?

1128
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 16, 2013, 09:26:28 pm »
Rotting adamantine? Oh, the horror!

1129
DF Gameplay Questions / Re: Embarking with flux
« on: January 16, 2013, 01:28:32 pm »
Currently, having higher mineral occurences decreases flux stone. I believe mounains usually have it, though.

1130
DF Gameplay Questions / Re: Start a fortress or wait for next update?
« on: January 16, 2013, 09:51:05 am »
It's going to take a few more months, toady has mentioned march as a date but that can change. Your fortresses probably won't carry over.

1131
DF Adventure Mode Discussion / Re: Boring,
« on: January 16, 2013, 09:29:25 am »
No. That's disgusting.
You're missing the joke. Adventurers often drink blood and puke, even if it's from less then sanitary creatures.
You're missing the joke. Adventurers refuse to drink vomit and stagnant water from the source because "No. That's disgusting."
Dear amok, how did I miss that?

1132
DF Gameplay Questions / Re: Good stun trap designs?
« on: January 16, 2013, 09:16:55 am »
You probably want to filter out the undead from your trap as well. Perhaps by making use of the titans' immumity to pressure plates, or their building destroyer tags?

1133
DF Adventure Mode Discussion / Re: Boring,
« on: January 16, 2013, 09:12:42 am »
No. That's disgusting.
You're missing the joke. Adventurers often drink blood and puke, even if it's from less then sanitary creatures.

1134
Do you have a stockpile set up? One that can take those items?

1135
Am I missing something here does df world gen create adventurers constantly throughout its time? If it does i wouldn't assume all of them would be given a quest ark. That, as you say, could be computer destroying but to write one for player controlled adventures would be enough.
Adventurers die. A lot. If a village gets burned down for each player controlled adventurer, there will be enough ash in the sky to put the world into a new ice age.

1136
DF Adventure Mode Discussion / Re: Boring,
« on: January 15, 2013, 05:56:27 pm »
Indeed, Hercules pisses on your so called demi-gods.
They probably drink it, too. Adventurers are like that.

1137
DF Gameplay Questions / Re: Square Tiles
« on: January 15, 2013, 05:16:01 pm »
Upon starting to use the default ASCII, I've noticed that the tiles arent square. This usually is because they are longer than they are wide. Is there a way to fix this?

Note: I have already changed the font to [FONT:curses_800x600.png]

I don't think it's a bug. I don't know how you'd change it, though.

1138
I was thinking less about a prophesy style thing where the result could or could not happen as that would be a logistical nightmare. As for what these arcs would be they could all be based around the "Heroes journey" http://www.mcli.dist.maricopa.edu/smc/journey/ref/summary.html
The amount of evets you describe sounds like a logistic nightmare as well. It'd be rather scripted, in contradiction to DF's free and sandboxy nature. The way you make the story sound also inclines that your story would always be similair, with changing targets and locations. Heck, do you know how quickly civilisations will perish if every adventurer gets a foreboding destruction/takeover of his hometown? Remember, adventurers have the tendency to die every few years.

And one more thing personally I think if you just picked :I want to go get that cool sword: at the beginning it would have no sense of mystery or unknown.
It doesn't need to be a cool sword. You can pick the cat-bone amulet from one of your earier forts and see where it went, what its users did. But yes, you could chose something easy and unoriginal, or nothing at all. But think about your cool sword. If it's that tough, your next adventurer will want it too. And the ones that follow him. Your cool sword will have a whole history of brave heroes and vile bandits to its name in no time.

1139
DF Dwarf Mode Discussion / Re: An illustrated holiday anecdote
« on: January 15, 2013, 11:29:03 am »
Now that sure is dwarven.

1140
DF Dwarf Mode Discussion / Re: new to dwarf mode
« on: January 15, 2013, 10:01:26 am »
That or in (z) stocks under stone, you can allow an economic material to be used for mundane purposes such as building workshops.
You probably don't need to do this unless you've been mining a flux layer, though. See if you have boulders laying around.

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