Bay 12 Games Forum
- April 18, 2024, 09:25:42 am
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News:
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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DF Dwarf Mode Discussion / Re: not your average housecat
« on: October 08, 2006, 12:54:00 am »DF Dwarf Mode Discussion / Re: Uninvited guest
« on: October 05, 2006, 01:50:00 am »Off-topic: Captain_Action? You play IVAN (Iter Vehemens Ad Necem)?
DF Dwarf Mode Discussion / Hooray! My first artifact.
« on: September 22, 2006, 08:12:00 pm »This is an Aventurine weapon rack. All craftsmanship is of the highest quality. It is encircled with bads of Aventurine and Aquamarine. This object menaces with spikes of turquoise.
Sorry, I just had to write about it somewhere. >_>
DF Gameplay Questions / Re: trade roads blocked off screen?
« on: September 30, 2006, 11:04:00 pm »It was a five lane road, and only one lane (the middle one) was viewable in the off-screen area. All the rest was unchanged. When the human caravans arrived, it obviously said that my fort was inaccessible.
DF Bug Reports / Re: my coins asploded!
« on: March 02, 2007, 08:55:00 am »DF Bug Reports / Re: "X cancels drink: unconscious"
« on: October 05, 2006, 06:27:00 am »One of my miners got a mangled (I think? It was red), left lung, and randomly passes out from time to time.
Edit: Ah, yes, I do. I don't have anywhere to upload it, but if you want it, I can email it. v0.22.107.21a, from what I can figure.
[ October 05, 2006: Message edited by: Squishy ]
DF Bug Reports / Re: VERY odd, newly generated map
« on: October 22, 2006, 11:54:00 pm »DF Bug Reports / Re: A peference for... wagon bones?
« on: October 08, 2006, 02:38:00 am »DF Bug Reports / Re: Knocking down doors
« on: December 03, 2006, 08:47:00 pm »Don't they know how fatal that can be?
DF Suggestions / Yet another topic on 'Hey! I have a suggestion for mag
« on: October 27, 2006, 10:04:00 pm »Basically, from what I've read, people keep suggesting a central way for all worlds to use magic. Keeping in line with what I've seen as the desire to let players customize what they want their world to be like, this sorta rubs me the wrong way...
My idea is this: Make up a collection of 'rules'. When generating a new world, players are given the option of either randomly letting them be selected, or going through the list and specifically choosing what they want magic to be like. 'No Special Effects', for example, could mean that you won't see any fireballs or lightning bolts flying through the air.
This can let players pick and choose exactly what kind of flavor they want: If they want a world like Middle-Earth, where people who can use magic are like Gandalf, then they can set it up that way.
If they want a world where everyone and their little cousin has at least one little trick that they can pull, then that's also doable.
It'd be a chore to code, I'm sure, but I have to voice the idea at any rate...
DF Suggestions / Re: Destruction of Raised Bridges
« on: October 27, 2006, 10:11:00 pm »DF Suggestions / Re: pressure plates linkable to ballistae
« on: October 05, 2006, 01:43:00 am »DF General Discussion / Re: Priceless Moments Thread
« on: January 21, 2007, 12:34:00 am »I was following this trapper around for the heck of it. In the span of 30 or so seconds, he takes down two elephants, and then beats a third to death with his crossbow.
I custom named his job to 'Elephant Slayer', although he was later killed by an elephant.