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Topics - Sithlordz

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31
DF Bug Reports / Guts into blood?
« on: February 27, 2008, 04:49:00 am »
Little thing, if you disembowel someone, and their guts trail behind them, once they die it turns into blood.  Nothing really major, just thought you'd like to know.

32
DF Suggestions / Submission
« on: December 04, 2007, 09:00:00 pm »
If you're fighting an insane man who disarmed you, and is now pointing his sword at your throat, do you continue fighting, or surrender? If you picked the first option, you're a fu*king loonie, and should leave the general area.  What I'm getting at here is creatures that don't have the no emotion, no fear, etc. tags should surrender if facing overwhelming odds, which could be determined on a points system by inputting the player's stats, weapons, armour, reputation, and comparing it with the current creature's, assigning points to each, and if the player's points are, say, 50% higher than the enemy creature's points, then he/she surrenders, and becomes non-hostile and potentially recruitable if the creature has some kind of honourable warrior personality which gives deep respect to people who defeat them. Or you could take the creature hostage, and if the creature is important, their kin won't attack you as long as you're holding them, letting you loot the area without repercussions.  Note: If that points system thing is impossible, ignore it.

33
DF Suggestions / MAGIC SUGGESTORIUM!!!111
« on: December 03, 2007, 05:16:00 pm »
This is the large tank in which you deposit your thoughts upon crap. Specifically, magikul powarz in Dwarf Fortress. As you probably know already, I want the armok system brought back as faithfully as possible. /discuss.

34
DF Suggestions / So.. Magic..
« on: December 03, 2007, 07:58:00 am »
I've been playing Armok I, and I must say it's good.  The spell system is excellent, and I for one think it should be transferred in full to Dwarf Fortress, if possible.  At least keep the red hand spells, death ray and the regrow/regeneration spells.  :D

35
DF Suggestions / Deeper, and deeper, and deeper...
« on: March 06, 2008, 09:56:00 am »
My suggestion is thus:  Make magma available on every single map, only make it incredibly deep down.  If you go down far enough, you'll reach the end of the Earth's crust, and get to the mantle which is basically molten rock.  This could be useful in making the game more fun, as starting locations will have at least one useful item completely guaranteed, hopefully improving gameplay for those whom the addition would affect.

So, basically, GIEF UZ MOAR MAGMA.


36
DF Suggestions / Setting stuff on fire
« on: December 02, 2007, 04:36:00 pm »
Well.. How about the ability to set crap on fire? I don't just mean trees, shrubs and stuff like that, I mean buildings, clothes, and hopefully people.  Stealthy assassination mission could involve replacing a person's wig with one laced with some form of poison which gives off harmful fumes when burnt, then loosening the fastenings on a torch so it falls on their head and kills everyone in the room. Ok, that last thing was a bit nuts but you know what I mean.

37
DF Suggestions / Some form of clever, hat-camouflage.
« on: November 30, 2007, 07:46:00 am »
If you've ever watched Blackadder, you should get the joke.

Perhaps implementing certain clothes that give you buffs to your ambusher skill could be interesting.  Sneaking around in full plate mail with a chainmail undershirt and a bloody massive sword in your hand is.. Un-realistic, to say the least.  Camo clothes, dark green colours to blend in with grass, and smaller, lighter weapons should buff (Or, neutralize, as wearing armour would decrease) your ambusher skill.  Maybe making lying on the ground give you a buff too, as you'd be less visible.  Just implement bow silencers and nightvision goggles made with green glass and I can live out my fantasies of Sam Fisher shrunk to dwarven size and sneaking through a goblin castle with a large copper dagger in his hand. Wait, did I say that out loud?


38
DF Suggestions / Targetable Attacks?
« on: November 28, 2007, 07:52:00 am »
This is just something I'd like to see in Adventure mode.  If you're wielding a weapon, or just whacking people in the face with your fists, you should be able to target your attacks.  Like, for example, I have an iron longsword.  I press shift + a, and pick attack.  A menu pops up, detailing the areas on the enemy's body that I can attack, and perhaps some form of indicator showing the chance of hitting, kinda like the system in Fallout 3.  Then, I pick a body part, press enter and my character attacks that body part.  Maybe you could set some form of priority system in Dwarf Mode, so you can tell your soldiers to target legs, arms, etc. instead of just hacking wildly.

Also; some kind of Jade Empire-esque system where you can buy martial arts training from masters for a few hundred gold, or something along those lines.  It'd just be cool to see

You enter Ju-Jitsu mode!
You jump in the air and roundhouse the Goblin in the head!
The Goblin's brain has been broken!
Bullet Time!
The head flies off in a bloody arc!
The Goblin has been struck down!

Of course, it'd increase your effectiveness in combat against certain foes, who perhaps use styles like boxing, and some attacks could be made super-effective, if you learn wrestling, all of your lock attacks become much more potent.

[ November 28, 2007: Message edited by: Sithlordz ]

[ November 28, 2007: Message edited by: Sithlordz ]

[ November 28, 2007: Message edited by: Sithlordz ]


39
DF Suggestions / Priority events
« on: February 08, 2008, 09:07:00 am »
Basically, I'd like to see the option to prioritise events.  I have all of my dwarves set to farming (fields), but they do that when I want them to do other stuff. Being able to set them to farm in their spare time to get some nice big crops would be more useful, instead of them not making useful items.

Another thing would be the ability to, instead of having to hold down the + button to determine room size, is to just push one button which expands the room to its maximum possible size, up to a door, stone wall, etc, if you get what I mean.

[ February 08, 2008: Message edited by: Sithlordz ]


40
DF Suggestions / Capturing live large land animals.
« on: April 03, 2008, 02:42:00 pm »
Apologies if this is already implemented, or being implemented.  Never knew much about trapping animals.  Anyway, I think it'd be nice for your military to be given orders to incapacitate, then allow hunters to grab large land animals like wolves for breeding.  I mean instead of snapping limbs as wrestlers, just make them pinch and knock them out due to pain.

Then, just grab the wolf in a cage, and the problem's sorted.  Hopefully with two wolves capable of breeding, so you can have some REAL guard dogs.


41
DF Suggestions / Directional throwing
« on: December 18, 2007, 05:10:00 am »
I just noticed, it seems that when throwing, there's now a 0% chance of your throw-ee(?) being lobbed a distance away from you.  This is boring.  So, my proposition is; let your character throw enemies after grabbing them, but fix it up to make it similar to your current throwing interface.  Of course, you couldn't lob them a mile, but it should be further than nothing.  The higher your strength, and wrestling levels, the further you can throw.

Maybe your proper throwing skill should have an affect, too.  Perhaps different varieties of throw, like the "Giant Swing," which clears all enemies around you a square back, by swinging your grabbed enemy by the legs and throwing them, knocking others back in the process, and potentially fatally wounding your throw-ee, could be unlocked by training wrestling.

Pissed-off dwarves swinging goblin around by their legs and throwing them in to a large wall covered with spikes = GUD. :3


42
DF Suggestions / Desperate Measures.
« on: March 04, 2008, 05:24:00 am »
So, you're starving. There's no vermin. You're cooped up with someone you utterly hate.  What do you do? Eat the bastard! If your dwarves are starving, and you've got little to no hope of recovery, I think it'd be.. Interesting to see dwarves turn on each other and have a *Dwarf-tallow roast*.

43
DF Suggestions / Weapon training.
« on: February 28, 2008, 08:26:00 am »
Everyone who's played Adventure Mode would probably agree with me here, training up weapon skills needs to be easier.  Lower XP points for hitting unconscious creatures would be nice, as most creatures give into pain early on in most battles.

44
DF Suggestions / Looking.
« on: December 11, 2007, 06:35:00 pm »
I know this is probably planned, and has probably been suggested before, but whatever.  Adventure mode REALLY needs some kind of look around command, that either gives you a general description (You see a cave entrance to the south-west), or some form of minimap that shows you the general layout of the area. It's bloody annoying to search around an area for ages just to run in to a cave and be turned in to lunch for a gigantic cave spider.

45
DF Suggestions / Ahem, "Varied" catapult ammunition.
« on: December 11, 2007, 12:39:00 pm »
So, this is my idea.  You know stone is normally used for catapults, right? Well, if you don't, you're dumb but that's not the point.  My point is; why not let you launch other stuff from catapults? Like prisoners, perhaps shrapnel if you could smash up a metal bar, corpses if you ever siege to spread disease and lower morale, and even animals, perhaps. Fetché la vache!

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