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April 23, 2024: Dwarf Fortress 50.13 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF General Discussion / Re: Toady Responsiveness
« on: May 26, 2008, 11:31:00 pm »DF General Discussion / Re: Toady Responsiveness
« on: May 26, 2008, 10:40:00 pm »DF General Discussion / Re: Toady Responsiveness
« on: May 26, 2008, 08:18:00 pm »
Why do you ask?
DF General Discussion / Legendary by action
« on: May 24, 2008, 10:21:00 pm »Currently, legendary status is simply a step up in standard skill progression, allowing people to eventually get a fortress full of rather unremarkable legendary dwarves.
Why not cap normal skill progression at grand master, or whatever the thing is directly underneath legendary? In order to attain legendary status, the dwarf has to do something that deserves notice. This could be s mundane as creating a certain number of masterpieces, or forging an artifact. For military dwarves, they could train up to grand mastery with whatever weapon they've got, but in order to get to legendary status they would need to defeat a certain number of goblins, singlehandedly kill a megabeast or some other impressively fighty thing.
This would make it so that the less-skilled dwarves could have a chance, however minor, of reaching legendary status. But since having a higher skill will increase the chance of masterpieces and lengthen the amount of time one can spend fighting with a megabeast, higher-level dwarves would still have an easier time getting there.
This is just a rough framework for how a system like that could work, and I thought it was an interesting enough idea to share. Whether or not it actually belongs in DF is another matter.
DF General Discussion / Re: What has dwarf fortress taught us?
« on: May 27, 2008, 07:25:00 pm »DF General Discussion / Re: Forum Etiquette
« on: May 24, 2008, 03:25:00 pm »DF General Discussion / Re: Forum Etiquette
« on: May 24, 2008, 03:09:00 pm »
If you feel the idea was not adequately presented in the old topics, feel free to make a new one. If it wasn't from that long ago, bring it back. But if it's from a couple years back, I wouldn't suggest bringing it back into the limelight unless you've got a really well-made post to bring it back with.
But yeah... Damned if you do, damned if you don't. At least around here, it's more of a "darn".
DF General Discussion / Re: "It is a time of great turmoil..."
« on: May 22, 2008, 09:47:00 pm »
...
Do they?
DF General Discussion / Re: "It is a time of great turmoil..."
« on: May 22, 2008, 08:55:00 pm »quote:
Originally posted by AlmostEverywhere:
<STRONG>
And, um, thvaz... play generations of farmers? Really?</STRONG>
The first time I ever played ADOM, I made a hurthling farmer that I intended to make an herb farm with and live peacefully ever after.
DF General Discussion / Re: Uses for Skulls
« on: March 28, 2008, 12:26:00 pm »DF General Discussion / Re: Uses for Skulls
« on: March 26, 2008, 07:12:00 am »Okay, so it was seven seconds of serious thought, but it still counts.
I think we should switch from offering generic blood and skulls to Armok, and instead giving unto him his preferred limbs. I thought it quite fitting, considering the origin of his name. Arms for Armok!
DF General Discussion / Re: Uses for Skulls
« on: March 26, 2008, 03:25:00 am »Skulls for the Skull Throne!
Arms for the Arm Pit!
DF General Discussion / Re: elves
« on: March 25, 2008, 01:52:00 am »
For this example, I will use a few key aspects, such as deprivation.
Build a small enclosure somewhere outside, and build a ramp leading to the top from the outside. Channel out two or more tiles, with at least one tile of space between them.
Underneath, build another enclosure around one of the open spots, and then fill that with water. You may want to make it a bit longer, and then channel into it from outside the aboveground enclosure. This will allow you to refill the water supply without entering the enclosure. Do not hook up a brook or other flowing water source.
Designate refuse stockpiles around the other holes, but not on the opened tile itself. Finally, dump a ton of lead coins or bone bolts into the aboveground enclosure and unforbid them.
You now have an area that will do several things: First, the dwarf will be outside. If he has adapted to cave living, this in itself will make him a bit unhappy, but he will also be subject to rainstorms as well as the unhappy thought of having slept outside in the dirt.
Next, it allows you to pick what type of food you give him. I don't think dwarves notice if their food is a little bit xXspoiledXx, but you can at least keep the good stuff away from them.
Thirdly, the water supply is both stagnant and watery, two things a dwarf does not care for.
And finally, miasma will seep up from the underground refuse pile and float up through the hole to disgust your dwarf. Miasma can't form aboveground, but it can certainly exist aboveground.
The bolts/coins are just there to train throwing skill for when he tantrums.