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Messages - LaikaBauss

Pages: 1 [2]
16
DF Gameplay Questions / Chaining Spies. Safety.
« on: January 30, 2013, 11:51:41 am »
Hey guys.

I what to know how to chain my own dwarves. Without the use of law. I am on the Xenophobia challenge, and migrants cannot be accepted. By any means. So i've been sacrificing the to armok. By starving them to death. But i want them to be like, tortured, slaved. Is there any way i can *assign* a dwarf to a restraint?

Also, any better ideas to sacrificing those damn spies?

Thanks.

17
DF General Discussion / Re: A more dangerous world, please?
« on: January 30, 2013, 08:59:37 am »
Right now im making hermit mode on a freezing evil glacier.

Gotta check modding forum now

ty guyz

18
DF General Discussion / A more dangerous world, please?
« on: January 30, 2013, 07:45:26 am »
Hey.

I have been wondering how could i make some really dangerous world to make a fortress in. Like, millions of megabeasts, titans, and lots of those night creatures and such.

You see, in one year of playing dwarf fortress, i only lost once. To HFS. And well, i just didnt dig all that again. Now for every time i play (2 forts), i get to be almost-mountainhome (king bugs sometimes) and my fortress is soooo damn powerfull, playing is just pointless. There is no true danger.

Then i go to the wiki and see stuff like, really powerfull.

I have never seen a dragon. Nor a titan, a ciclops, a werewolf, giant scorpion or elephants.

Even when enbarking on a savage place ( i generally choose untamed wilds, or terrifying ) all i come across is giant birds and sometimes badgers. And goblins.

So i feel like mssing a part of the game. And i think it is possible to do this kind of mod, because, well, DF is really maleable.

19
DF Suggestions / Re: Sh*t
« on: January 30, 2013, 07:22:34 am »
Sh*t filling up z-levels?

See, on dump zones, you can put infinite things in one single tile, and so, toilets could act the same way. So space yould not be a problem, and blocking the "smell" is possible using floor hatch.

I think that, because such a feature simply does not exist yet, the way it could work, on mechanics, is infinite.

You see, after some days, poop could like, stop releasing toxic vapors. And on that stage, you could use it for, well, stuff.

Also, im sorry for the repetitive post. I did not look on other posts before. Lazy i guess. Also, its somewhat a peculiar topic.


20
DF Suggestions / Sh*t
« on: January 28, 2013, 10:57:53 am »
Hey guys.
Been thinking about something here for days.
So, i always saw DF as some extremely realistic game... when it comes to the actions of, well, dwarves, and animals, to some degree. Need food, booze, to keep them alive, and happy.

But there is something that i just never saw in a game. Maybe because its disgusting. Thing is, DF has a buch of "disgusting" stuff, like miasma and rotten bodies, and it kinda makes the game... more fun. More attractive.

So i had one brilliant idea!
Adding sh*t into the game. Cuz, why not?
More "uniqueness" and well, realism? Maybe realism is boring to some extent. But yeah.

So dwarves and other creatures have to, well, poop, after eating. So dwarves can be assigned to a "activity zone" where they can feel a good thougth about "took a fine poop lately". That is, if he is not disturbed.

First of all, sh*t acts like a rotten corpse, exploding miasma all over the plase. So, sh*t would, well, "work" in a similar way. Unhappy thoughts to any nerby drarves. Also would happen if assingned to be dumped.

Sh*t would also work like vomit, and so it can *magically dissapear* in water. To make and appropiate "toilet", the dwarf would need something like this:

Side view:
####             # - Wall
D_...#             D - Door
##  #             ... - Floor Hatch
##7#              7 - Water

When making the activity zone, the toilets would be channels on the groud ( poopholes ), and in this case, the floor hatch.

But, why the door? Well, if dwarf "a" sees dwarf "b" takin a sh*t, both will receive an unhappy thought about it. However, because two dwarfs would never (by god, no!) try to use the same toilet, a door can prevent such a disaster.

After the "process", a successfull poop ( by that means, no interruptions or awkward situations ), the now empty dwarf will receive a good thought.

Cool huh.

But wait - there's more!

Everything needs to be useful. And poop is a natural fertilizer. Pouring poop on what later will be your food, or drink. Very dwarfy. I also heard that it is possible to make poop crafts, like... well, balls, maybe? I dunno, what could dwarves do with such a versatile material.

21
Creative Projects / Dwarven Wizards.
« on: January 25, 2013, 02:55:50 pm »
Hey guys!
So, i just had an idea to create a beutifull mod to this awsum game, Dwarf Fortress.
My idea is mage dwarfs.
So, this is how it "could work":
1. A metal (copper,bronze,iron,steel or adamantine) is made into a rod. Rods in this stage are mostly useless, working as a mace in combat.
2. In a workshop that could be called "mage's workshop" or anything like that, dwarfs infuse magic in a cut gem. The more valuable the gem, the more powerfull the rod.
3. In the squads menu the player can now select dwarfs to equip rods.
There a several skills related to magic:
Destruction: Sending fireballs very similar to arrows.
Affliction: Poisoning enemies.
Necromancy: Reviving the dead.
Balance: Healing friends
Protection: Energy shield.

So, how hard it could be to make a mod like this?
Thanks

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