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Messages - LMeire

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226
General mod content suggestion: More cavern plants.

The standard crops are nice and all, but they seem super-lacking now with the hundreds of over-world crops to pick from. Glowing mushrooms that fight cave-adaption. Mold that can be brewed into milk and then matured into cheese. Maybe push the boundaries for "cavern plant" and get some coral growing for organic stone crafts.

227
DF Suggestions / Re: No more cloth spikes!
« on: May 17, 2016, 11:13:07 pm »
But then how will we properly menace the elves with our socks?

228
... isn't the drydocks called that because orks use an Airship than a normal water stuff? ...

A dry-dock is a special part of the harbor where ships are physically removed from the water so repairs and general maintenance can be done on the hull. A dock for airships is called a "mooring mast".

--

Immobile "Battle Standard" pets made out of totems that boost morale to orcs in sight of it. Small, cumulative effects would be pretty neat, so a tribe noticeably grows in strength with every slain enemy.

An orc-only "reinvigoration" syndrome from contact with elf-blood, vengeance has been had and honor restored!

IIRC, orcs are supposed to be mostly above-ground, so maybe make them more irritable and tantrum prone when they're cooped up away from the sunlight? I don't really see them picking the "flight" option very often when fear of the dark gets them antsy.

229
Could someone explain the appeal of the orcs to a Masterwork newcomer? How are they different from goblins? What's their modus operandi? Etc.

Thanks!

My understanding is that orcs are significantly more honorable than their shorter cousins but had a "How the Mighty have Fallen" moment at the hands of the elves that made Orcish society as a whole more opportunistic and war-mongering. Like, if you look at Goblin ethics, it's pretty hard to imagine how their civilizations hold themselves together when any crime for any reason is considered "a personal matter". Orcs meanwhile, need a reason to kill someone- goblins fight and kill because they enjoy causing pain, orcs fight and kill because they depend on raiding to survive and just taking things without defeating the owner first is dishonorable and would make the orc no better than a kobold.

230
Masterwork DF / Re: Domestic creatures?
« on: May 14, 2016, 03:40:22 am »
Glyptodonts could make a nice livestock option, both for food and a source of shell for crafts and armoring.

231
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 12, 2016, 09:54:42 am »
I thought I was doing pretty well for my double-haunted mountain/forest start; I had a well set up, secured farms, an airlock to the outside, a nice military armed with glumprong shield and copper hammers, there were numerous zombies but even civilians could put them down easily enough. That's when it got me, complacency.

I was setting up a secured butchery (traps along the hallway to rebutcher anything that decided it wasn't dead yet) when I made one fatal mistake. Earlier I had set an order to haul refuse from outside because there were some fresh kea corpse corpses I wanted to take advantage of before  lockdown- and I never rescinded the order because I forgot. Meanwhile my waterbuffalo had succumbed to a mortal wound after being one the wrong end of a pack (flock?) of harpies and so when I made my much larger refuse stockpile for the specialized zombie butcher, my poor stupid dwarves had their first casualty hauling it's bones in through the airlock, five minutes later, they had their 7th casualty and I was down to 14 panicking beards, and so on and so forth until this monstrous cow skeleton had succeeded in what a veritable horde of undead birds and zombie batmen had failed to for a year.

232
DF Suggestions / Re: Post-Civilization Ages
« on: May 09, 2016, 07:26:03 pm »
Dude, there's a technology cut-off that prevents most if not all scifi. Toady has explicitly stated that he doesn't want anything developed with post-1400s knowledge, so nothing past the early European Renaissance. Steam engines might be okay, since the first one was made in Ancient Greece as a toy, but that's kinda pushing it.

233
Masterwork DF / Re: ☼Succubus☼ - Discussions and suggestions
« on: May 09, 2016, 06:03:17 pm »
That's vanilla behavior, entertainers and mercenaries go wherever they want without regard for diplomacy. A few months ago I got an entire troupe of goblin bards.

234
Masterwork DF / Re: Future of the mod
« on: May 08, 2016, 01:23:03 pm »
Do taxidermied animals keep their tissue values like other animal products or is this just for show?

235
DF Suggestions / Re: Titans are Immortal
« on: May 06, 2016, 01:05:07 pm »
If Titans were to be turned into guardian deities of the land, what about the elves? Don't they worship exacly that?
...

Eh, not necessarily. Depending on how the cosmology looks from world to world, titans could be interpreted as mere "incarnations" of a natural force rather than the entirety of the force itself. A lot of pantheisms have similar ideas, like the Egyptian Pharaoh being an incarnation of Osirus or all of Hinduism's thousands of gods being the expressions of Brahman.

236
Masterwork DF / Re: What's happening in your Fort.
« on: May 06, 2016, 11:48:47 am »
First fortress on the new version, decided to make as Dwarven of a Dwarven Fortress as I can. Found an awesome site consisting of two tall, conical mountains surrounded by jungle.
Spoiler (click to show/hide)

I'm ignoring the wood for now in favor of setting up living areas and my defenses- which is a winding path that goes through the southern cone before approaching the raising bridge linking it to the northern cone. From the outside it looks fairly straight forward, but I'll eventually fill that thing with ☼steel pointy bits☼.

Not much has really happened beyond getting established, but I was recently reminded of why I love the random name generator, the beards of BoltUnion actually named their tavern "The Laconic Lunch" on the first try! Alliterative, descriptive, and thematic; I can only hope I get similar results for the library and temples.

237
Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 04, 2016, 10:40:26 am »
...
Something I suggested a long time ago, but probably still can't be implemented in DF is the notion of 'cave sickness.' Unlike cave adaption where dwarfs spending too much time in caves become dependent on them, the idea with cave sickness is that elves that spend too much time underground become increasingly ill to the point of death. You could tweak the numbers so that it's a really bad idea to send elves underground unless it's life or death, and living underground permanently is entirely non viable. But like I said, I don't know if that's doable.
...


Humans in 6.2 already do that, to a point. They'd slow down and frequently blackout from dizziness unless you kept everything in the sunlight and/or kept the miners on rotating shifts. I think there was talk about extreme cave sickness causing boogeymen to spawn around them, but I never witnessed that happen myself in the 20 or so human forts I did with extensive ill-advised mining.

238
DF Suggestions / Re: Serial killers instead of vampires
« on: May 03, 2016, 01:11:35 pm »
Are not berserk dwarves basically serial killers already?

No, not really. Serial killers are generally very methodical and tend to only target one kind of person who is then killed and disposed of a a ritualistic manner- as opposed to indiscriminately killing anything that gets close. That's why they're called "serial" killers while lunatics that shoot up a single theater or mall are not.

239
Masterwork DF / Re: Update log - Current "what I'm doing"
« on: May 02, 2016, 11:37:33 pm »
How about troglodytes as a cavern faction? They could have castes based on overworld races that have gone feral after staying underground away from civilization for too long. Maybe give them a rare "shaman" caste that can instantly convert fortress populations into more trogs if they get too close.

240
DF Suggestions / Re: Why dorfs dont wear jew-elry in fortress mode?
« on: April 26, 2016, 03:39:09 am »
They do though, it's part of their need to be extravagant.

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