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Messages - LaikaBauss

Pages: [1] 2
1
Creative Projects / Re: Dwarf Fortress Oldschool RPG
« on: July 11, 2013, 09:41:32 am »
A lot of improvements have been made and i think the RPG is now "playable".

http://www.mediafire.com/download/ahu1k1bahk8kw3l/Tantrum_RPG002.docx

Im going to playtest this for the first time on friday.

2
Creative Projects / Re: Dwarf Fortress Oldschool RPG
« on: July 09, 2013, 01:56:20 pm »
Please tell me that this will include DF's attention to minute detail aka the motor/sensory nerves and shit.

Yes! Thats the main reason of me making an RPG system: I hate Oldschool RPG combat. Also, fuck health bars.

I am currently trying to develop a sistem with such details, however it seems to be quite hard.

A basic combat sistem is already in the current manual, and is considers weapon skill, weapon power, and different attack types such as blund, slash and pierce.

3
Creative Projects / Re: Dwarf Fortress Oldschool RPG
« on: July 09, 2013, 10:46:05 am »
Thanks for the replies.

I made some of the changes you suggested but some I have some questions:

You said Amph men couldn't breahe underwater, but after seaching, i found that both rep men and amph men are "labeled" to breathe underwater under the "Special:" section.

Also what kind of social skills are you talking about? And how would they interfere in the gameplay?

Dwarfs and elfs lacking minuses? uh?

And some explanation on things i DID NOT change:

Toughness: According to the combat calculation, toughtness only reduces damage taken, but doesn't increase the creature's hp or anything.

After all that and some more this is the version i am now working on:

http://www.mediafire.com/download/ahu1k1bahk8kw3l/Tantrum_RPG002.docx


4
Creative Projects / Re: Dwarf Fortress Oldschool RPG
« on: July 08, 2013, 05:13:44 pm »
http://www.mediafire.com/download/4461f2b0zlot1su/DwarfFortressVan.ttf

http://www.mediafire.com/download/ahu1k1bahk8kw3l/Tantrum_RPG002.docx

This is waht I have so far.

This is like something before alpha.

Please be nice.

Make sure you install the DF font into \windows\fonts b4 opening the file

later ill make it an PDF so no worries about the font

but thats later

5
Creative Projects / Dwarf Fortress Oldschool RPG
« on: July 08, 2013, 05:01:27 pm »
Hey.

So i was thinking in making a Oldschool RPG based on Dwarf Fortress Adv mode.

I have already have some ideas about how the combat will work, and races and etc.

Also player would be able to develob labor skills and produce their own goods.

What do you guys think?

6
DF Dwarf Mode Discussion / Re: Anyone knows a good tower design?:
« on: June 28, 2013, 09:11:37 am »
Okay, i did the wiki designand it works quite well...

However, how tall should the tower be for maximum range???

Using a 3zlvl tall tower, it seemed to be just as effective as a 1zlvl tower.

Also, does being higher up increase the damage/accuracy?

AND does it decrase the chance of being hit by invaders???

7
DF Dwarf Mode Discussion / Re: Dwarven... "Child Care"
« on: June 27, 2013, 06:03:56 am »
I just built a daycare at my fort...

Its a 2x2 room with a bed, table and chair, well off one of the walls, empty space for quantum stock, masterwork engravings and forbidden door.

With 1 fem. Dog and 6 pups, the combat seems to be goin well.
But i heard that ultil some age dwarf children are dependant of their mother.

At what age is it safe to dump children at the daycare?

8
Wazzup

Hey i may be wrong in some points here, but this is waht i know:
Q1; Bridges will only be destroyed is you try to atom smash a titan or forgotten beast. Or ordering your dwarfs to deconstruct it.

Q2; Yes!!! Dwarves.

Q4: Im sure any living organism will recover over time. With some exceptions depending on what is damaged>

GL

9
DF Gameplay Questions / Re: I want fungus!
« on: June 22, 2013, 05:59:01 am »
Just found out there aint no fungi on my first cave.

Is the second layer a sure shot to have fungi?

Its being tough to find that second cave, for some reason.

10
DF Dwarf Mode Discussion / Re: I'm not gonna bury that cat!
« on: June 21, 2013, 02:03:41 pm »
Hey...

Im not exactly sure bout your case...

However, sometimes when stuff ( workshops, coffins and stuff ) don't work i usually just rebuild them.

Also, its a bit complicated to put creatures on coffins AFTER they're dead. I know its possible to assign coffins to creatures and such, you could try doing that next time.

You can do that coffin stuff until your pets get atom smashed, inaccecible or chopped up. It can be quite fun to recover some bodies.

A good option is to create a memorial instead. If you feel like it, of course.

GL

11
DF Dwarf Mode Discussion / Anyone knows a good tower design?:
« on: June 21, 2013, 09:48:43 am »
Anyone?

Making a awesome marksman tower to watch over the surface.

12
Another thing is to use only blunt weapons.

U get that adamantine axe to cut through the undead and it will just multiply the number of foes. Multiple chops are even worse.

Something i think that should work:

make some towers ( with roofs ) and make the so the only way of access is by the fort. Like so: ( lvl 0 is one z lvl under surface)
Lvl -1
###
#>#   ||
#. #   V
This way goes to ur fort            Legend:  #: Wall
                                                           >, < and X: up, down, and up down stairs
                                                           -: fortifications
Lvl -0 and 1                                          . : floor
###
#X#
###

lvl 2
#- - -#
-. . . -
-. < . -
-. . . -
#- - -#

lvl 3:
#####
#####
#####
#####

Put skilled marksman on the towers, and they will should be able to kill any zed

NEVER TESTED IT THOUGH!

But if is works, the range of the towers are a safe heaven to citizens, as zeds in range will be shot down.

Tons, tons of ammo.

13
DF Gameplay Questions / Re: I want fungus!
« on: June 21, 2013, 09:23:36 am »
I already fount a cavern, but havent dug it out. I avoided it as my layers are completely devoid of any weapon - making metal. All i got is gold. TONS of gold. Im waiting for the next dwarven caravan to buy weaps.

There is however a tiny hole on the top of the cave ( that made me "discover" it ), but i dunno if its connected to any fungus. Will that stop the fungi from growing?

Also, the floor of my fort is made of sandy clay loam and sand. Will fungi grow on that????

TY!

14
DF Gameplay Questions / I want fungus!
« on: June 21, 2013, 08:44:14 am »
Hey guys.

So i've started a new fortress on a warm florest biome. Started diggin my fort out and stuff.
Then, giant badger boars attacked. I had my animals outside and some of them died ( the babies and smaller ones ).

I realized i should make a pasture inside my fort, but after one year, i dont have ANY fungus on inside the fort.

I wander, what does moss or fungus takes to grow?

15
DF Gameplay Questions / Re: Chaining Spies. Safety.
« on: January 30, 2013, 12:44:22 pm »
Ah...

=(

Kay then.

Guess Ill do that.

Thanks

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