• Dwarf Fortress v14 - Clean Socks Save Lives
    4,081 replies, posted
[QUOTE=Orkel;32897197]A combat bug prevents eyes from being completely gouged out, so no matter how many times one "gouges out an eye" it will only be "torn apart" in the unit damage screen.[/QUOTE] Didn't know that was a bug, just thought you just jammed your fingers into their eye and that's it.
[QUOTE=Mr. N;32909142]Didn't know that was a bug, just thought you just jammed your fingers into their eye and that's it.[/QUOTE] [url]http://www.bay12games.com/dwarves/mantisbt/view.php?id=1292[/url] Also lol, there was a thread on the DF forums about the "Most horrifying thing you've done". But the entire thread got deleted for some reason. Some guy then explains [I]why[/I] the thread got deleted, an adventurer's story. [quote]He rescued some children from a goblin fortress, then went out with them as his army to slaughter the elves. Through elven attacks and wolf ambushes, their numbers dropped. One of them fell into a pool, and he stood there and watched until he drowned. By the time he was done killing every elf in the world, he was down to two children. He only wanted one, so he beat one to death with a demon's skull. He then went into the raws and added...certain organs to his race and her race. The original poster didn't say which ones, but I think we can all guess. His was [LIMB] and [GRASP], hers was [JOINT] and [EMBEDDED]. He grabbed her left leg with his right leg (older wrestling mechanics), her right leg with his left leg, and her new organ with his new organ. Then he locked it. And broke it. Then, he gouged until she bled to death. He deleted the save file and emptied his recycle bin. The next few pages of the thread were people talking about how horrible it was, until a few people talked about maybe adding a certain "secretion" to the man's body part. It kind of went downhill from there.[/quote]
I really need to figure out the military system. Just got into my first siege and I'm pretty much dead. Edit: I just watched my favorite dwarf get chased down and brutally murdered by a goblin named Olngo Ngomslospo. What an asshole.
[QUOTE=Orkel;32909331][URL]http://www.bay12games.com/dwarves/mantisbt/view.php?id=1292[/URL] Also lol, there was a thread on the DF forums about the "Most horrifying thing you've done". But the entire thread got deleted for some reason. Some guy then explains [I]why[/I] the thread got deleted, an adventurer's story.[/QUOTE] That's... not a regular day in dwarf fortress. That's actually horrofying. Even by DF standards.
[QUOTE=PunchedInFac;32910341]That's... not a regular day in dwarf fortress. That's actually horrofying. Even by DF standards.[/QUOTE] Yeah. He apparently "won" the thread.
[QUOTE=Orkel;32910395]Yeah. He apparently "won" the thread.[/QUOTE] Remind me never to try to out:gonk: the internet.
[QUOTE=Orkel;32909331][url]http://www.bay12games.com/dwarves/mantisbt/view.php?id=1292[/url] Also lol, there was a thread on the DF forums about the "Most horrifying thing you've done". But the entire thread got deleted for some reason. Some guy then explains [I]why[/I] the thread got deleted, an adventurer's story.[/QUOTE] Oh [i]THAT[/i] thread Nobody speaks about that anymore
I don't know why, but the dwarves of my most recent fortress won't obey any of my orders. They won't remove any of the workshops I tell them to, they won't cook or brew alcohol, all they do is sit on the cart and bitch about not having anything to drink. Is there some step I missed? I have empty barrels, I have the plump helmets, I have them set to be able to brew, they're just not doing it.
[QUOTE=Terminutter;32860042]The exact same thing happened to me 3 days ago :v: It's a bit sad, but I think that I've watched every DF let's play on youtube. (or at least, the 2011 ones) Generated a world, got this: [IMG]http://i.imgur.com/smsgb.png[/IMG] Well, seems like I know where I'll be embarking tomorrow![/QUOTE] I'd love to see that world's history, with all the historical figures on one island.
Haven't played this in a while, so tell me, does bookkeeping still make dwarves incredibly powerful?
I'm trying to concept up the possibility of a Dwarf fortress TT game. Good idea?/Bad idea?/Dwarvenly idea?/Elvish Idea?
TT?
FUCKING MAGMA BLOB BEAST THING WHY DOES FLESH MELT SO EASILY ;_;
[QUOTE=Mind Infection;32935735]I'd love to see that world's history, with all the historical figures on one island.[/QUOTE] Worldgen tricked me - it was just one tiny little island in a massive sea. The actual word did have a massive continent, it was just generated off screen. Pity, I'd have loved to have seen the history for a small island. I ragedeleted it.
[QUOTE=Orkel;32937407]TT?[/QUOTE] Tabletop. You know, D&D fare, or maybe 40K. I'm thinking about all the styles of tabletop games (role playing, Strategic) to see which would be good. The world of DF is quite intriguing and I's like to see some of it fleshed out.
[QUOTE=PunchedInFac;32937639]Tabletop. You know, D&D fare, or maybe 40K. I'm thinking about all the styles of tabletop games (role playing, Strategic) to see which would be good. The world of DF is quite intriguing and I's like to see some of it fleshed out.[/QUOTE] It would be quite posible to setup a D&D style take on adventure mode, would be pretty interesting but would suffer quite a bit from the lack of depth compared to the full depth of background DF has (Material interaction, temperatures etc. etc. etc.) But if you pull it off it's an achivement in itself. I'd love to make a titan with dice rolls though.
[QUOTE=TheHypnotoad;32937679]It would be quite posible to setup a D&D style take on adventure mode, would be pretty interesting but would suffer quite a bit from the lack of depth compared to the full depth of background DF has (Material interaction, temperatures etc. etc. etc.) But if you pull it off it's an achivement in itself. I'd love to make a titan with dice rolls though.[/QUOTE] Which is Why Im thinking Roleplay for Adventure and strategic (ala 40k but modified) for fortress mode. Or maybe Dwarven Skirmish, Or maybe even Invasion mode where one person is Dwarves and the other is all the forces bent on mudering dwarves. Oh the endless possiblities. [editline]24th October 2011[/editline] Also if I try to implement all the variables of regular DF combat I'll go mad since I'm not a computer. Maybe just a simple (or not so simple. Maybe a three tier thickness table to go with it) material hierarchy with special rules for grievous strikes. SO the strongest amour would be artifact Thickness 3 Adamantine full plate armor. And since Adamantine is literally one of the lighest metals in DF it has no speed penalties but it does have a stealth (Bright blue metal is not really stealthy) and dexterity penalty and how will I factor in curses, blessings and magic? Holy hell I have a ways to go. [editline]24th October 2011[/editline] So, What do you guys think? Should I do it or will I go more insane than a boozeless dwarf living in an elven village? [editline]24th October 2011[/editline] Also Special rules for Artifacts D100 dice rolls all around. And 'menaces with spikes' will actually make a difference when accounting for piercing damage. [editline]24th October 2011[/editline] IT BEEGGIIINNNSSS
[QUOTE=PunchedInFac;32937880]Which is Why Im thinking Roleplay for Adventure and strategic (ala 40k but modified) for fortress mode. Or maybe Dwarven Skirmish, Or maybe even Invasion mode where one person is Dwarves and the other is all the forces bent on mudering dwarves. Oh the endless possiblities. [editline]24th October 2011[/editline] Also if I try to implement all the variables of regular DF combat I'll go mad since I'm not a computer. Maybe just a simple (or not so simple. Maybe a three tier thickness table to go with it) material hierarchy with special rules for grievous strikes. SO the strongest amour would be artifact Thickness 3 Adamantine full plate armor. And since Adamantine is literally one of the lighest metals in DF it has no speed penalties but it does have a stealth (Bright blue metal is not really stealthy) and dexterity penalty and how will I factor in curses, blessings and magic? Holy hell I have a ways to go. [editline]24th October 2011[/editline] So, What do you guys think? Should I do it or will I go more insane than a boozeless dwarf living in an elven village? [editline]24th October 2011[/editline] Also Special rules for Artifacts D100 dice rolls all around. And 'menaces with spikes' will actually make a difference when accounting for piercing damage. [editline]24th October 2011[/editline] IT BEEGGIIINNNSSS[/QUOTE] But dwarves are never stealthy. Make stealth purely a racial attribute. Also you need to make sure the mechanics of clothing/armor allow for absolutely retarded things like the dungeon master wearing sixteen cloaks and a boot.
[QUOTE=AzureAngelic;32940148] Also you need to make sure the mechanics of clothing/armor allow for absolutely retarded things like the dungeon master wearing [B]sixteen cloaks and a boot[/B].[/QUOTE] Thought this was a given.
Make it so you can choose to target a body part what to attack but that reduces your chances of hitting dramatically, like 3 out of a d20 and even then you'd have to bypass the enemy's AC. The result would always be more or less fatal if you succeeded though.
Have decent rules for improvised weapons. Ie: Heavy stuff does more damage but is hella easy to block/dodge/break/etc, while socks and the like are really only dangerous if thrown. Throwing should be an skill tree in itself: Throw rock. Throw bigger rock. Throw enemy. Throw bigger enemy. Throw roc. And the wrestling handbook should be small enough to fit into its own warehouse.
[QUOTE=HALP Cat;32942754]Make it so you can choose to target a body part what to attack but that reduces your chances of hitting dramatically, like 3 out of a d20 and even then you'd have to bypass the enemy's AC. The result would always be more or less fatal if you succeeded though.[/QUOTE] What I'm more inclined to think is that presicion attacks have higher to-hit, higher to-be-parried/blocked and a higher chance to cause critical/grievous hits. Gives them a certain edge to balance out the downsides.
[QUOTE=Nitrowing;32942878]Have decent rules for improvised weapons. Ie: Heavy stuff does more damage but is hella easy to block/dodge/break/etc, while socks and the like are really only dangerous if thrown. Throwing should be an skill tree in itself: Throw rock. Throw bigger rock. Throw enemy. Throw bigger enemy. Throw roc. And the wrestling handbook should be small enough to fit into its own warehouse.[/QUOTE] I wasn't even aware DF even had rocs. Also, several elks got loose in my fortress and killed my miners :l
[QUOTE=Nitrowing;32942878]Have decent rules for improvised weapons. Ie: Heavy stuff does more damage but is hella easy to block/dodge/break/etc, while socks and the like are really only dangerous if thrown. Throwing should be an skill tree in itself: Throw rock. Throw bigger rock. Throw enemy. Throw bigger enemy. Throw roc. And the wrestling handbook should be small enough to fit into its own warehouse.[/QUOTE] 1.I'm going for the nethack interpretation of corpse and miscellania wielding. Two-handed (one handed in special cases), sometimes special effects on hit. Weight will play a role in decreasing stats and increasing damage. There will a Corpse wielding skill and a miscellania wielding skill, The latter being called 'Teachings of Urist MacGyver'. 2.Also is a given. Depends on strength and racial modifiers. Dwarves get largest modifier. 3. Don't think one warehouse will be enough, Too many special rules involving eel skin thongs, burly dwraves, one small elf and a barrel full of whale oil, That list is not exclusive. ETA: 2050....th millenium. [editline]25th October 2011[/editline] [B]So to begin: THE BASICS.[/B] [release] [B]Basic stats:[/B] [B]Body Attributes[/B] Strength Agility Toughness Endurance Recuperation Disease Resistance [B]Soul Attributes[/B] Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness [B]For non-Dwarves:[/B] Intellect included in Soul attributes Magical touch is included in Soul attributes [/release] [B]The RACES:[/B] [release] [B]DORF/DWARF:[/B] Pros: Gains experience quickly. Gains attributes quickly. Can defy some facets of physics and basic anatomy. You RP as your typical dorf Neutral: -All stats are fully Randomized. -Rp'ing as a typical dorf Con: -Very high maintenance, needs booze constantly. -Emotional comfort is a need. -Capable of falling to 'Armok's Insanity' (guess what triggers that) where every action has a chance to spectacularily fail. -Does not believe in magic therefore cannot practice it. -Lowest amount of skill proficiency at start -You have to RP as a typical dorf. [B]HUMAN:[/B] Pros: -Gains bonuses to 'body' OR 'soul' attributes, depending on descent. Lines of Descent are offered by residing Game master. -Affinity with weapons, also from descent. -Can use offensive and defensive magics. -One/two skills can be tagged, those use the Dwarven levelling system. Neutral: -Humans are fairly balanced. -Mediocre in starting skills Cons: -Magic cannot be trained very highly. -Skills advance quickly at first then much slower as you reach higher ranks. -Humans have quite a lower strength cap than dwarves. [B]Dirty Elves:[/B] Pros: -Highest level of defense magic in this game. -'Soul' attributes get boosted greatly. -Animals are peaceful towards you. -Highest proficiency in starting skills at beginning to reflect long elven life. Neutrals: -You are cannibalistic by nature, you eat your sapient enemies. -You can shun the Elven way of life, more is explained later. Cons: -Cannot wear anything but leather and natural fiber. -Enraged by acts against nature. -Level up attributes and stats incredibly slowly. [I]SHOULD YOU SHUN THE ELVEN WAYS OF LIFE:[/I] -You can wear whatever you please. -You can choose to be cannibalistic or not. -You lose animal peace. -You wont be enraged against wood cutting. -You lose all your defensive magic, Gain offensive magics. [/release] I might add goblins.
[QUOTE=PunchedInFac;32947388]I might add goblins.[/QUOTE] Goblins: Pros: -Racial bonuses to offensive physical attributes. -Fast skill growth. -Able to utilize and manufacture goblinite products. -Affinity to stealth. -Goblin Sense: Able to easily detect and calculate means of entry into fortresses/cities. Neutrals: -Slight animal peace, limited to trolls, elephants, giant eagles, carp, unicorns, etc. -Wild fluctuations in intelligence bonuses depending on situation, weighted towards positive bonuses during the beginning of an attack and negative bonuses during actual combat. -More likely to gain the favour of daemonic creatures, for better or worse. Cons: -Goblin Sense does not take into account natural or artificial terrain, nor chances of brutal and humiliating death. -Inability to detect traps. -No sense of danger. -Restricted to small-sized equipment. -Cannot use adamantine objects. -Easily distracted by small creatures. -Poor hygiene. -Sub-par communication skills. -Vulnerability to mind-altering/control spells. -Completely incapable of using, modifying, opening or otherwise interacting with locked doors, chests, cupboards, backpacks, levers, boxes, sacks, reproductive organs and/or containers of any type.
I can see this will take an incredibly long time to just concept a character creation process. Ughsahsads
[QUOTE=PunchedInFac;32949111]I can see this will take an incredibly long time to just concept a character creation process. Ughsahsads[/QUOTE] Not really. Just use dice rolls. [code]For Attribute Levels (on a 1d100) Strength: 0-12 Unfathomably weak 13-25 Unquestionably weak 26-38 Very weak 39-51 Weak 52-64 Strong 65-77 Very Strong 78-90 Mighty 91-00 Unbelievably strong This can be applied to the scale found in the wiki page for other attributes like agility, toughness, etc...[/code] [code]For Talent Levels (on a 1d100) 1-6 Dabbling 7-13 Novice 14-20 Adequate 21-27 Competent 28-34 Skilled 35-41 Proficient 42-48 Talented 49-55 Adept 56-62 Expert 63-69 Professional 70-76 Accomplished 77-83 Great 84-90 Master 91-95 High Master 96-98 Grand Master 99-00 Legendary[/code] Racial modifiers give additional points or take them away when rolling up a new character, ie: [quote]Urist McUrist (Dwarf Guard): [B]Racial Modifiers[/B] Strength: 8d6[B]+5[/B] Agility: 8d6[B]-5[/B] Toughness: 8d6[B]+5[/B] Endurance: 8d6[B]+5[/B] Recuperation: 8d6 Disease Resistance: 8d6 Soul Attribute points invested by player choice. Talents: Combat Skill: 7d6 to chosen dwarfy weapon Misc Skill: XdY for talent Z Gear: XdY Dorfbucks/twigs/mandollars based on career/class choice. Equipment bought with bucks at beginning of game. Richer classes-better stuff. [/quote] And so on and so forth. As for the traits mentioned prior, just have it mentioned in the rulebook/guide the benefits and negatives of playing said races: [quote] Traits: Human: [B]Weapon Affinity[/B] - [I]Humans characters, coming from a wide background, possess greater potential to use a variety of weapons in combat and suffer less drawbacks from unfamiliarity.[/I] [B]Sociability[/B] - [I]Characters possessing said trait find conversing with others far easier than the average stranger. +XX to charm/persuasion/deception tests. [/I][B]Magical Potential[/B] - [I]Characters have the ability to tap into the reality-warping well of magic and harness its power. Should it allow them...[/I] Dwarf: [B]Stonesense[/B] - [I]Spending much of their lives underground, Dwarves gain an excellent sense of night vision in darkness. +XX to perception based tests in total darkness. [/I][B]Made O' Tougher Stuff[/B] - [I]Dwarves are as hard as the living rock itself. +5 to Toughness, Strength, and Endurance. [/I][B]Dwarven Life-water[/B] - [I]Being born with a genetic dependency on alcohol, dwarves faced with the horrors of sobriety find themselves both weakened and irritable.[/I] [B]Martial Trance[/B] - [I]When faced with hopeless odds in combat, a dwarf may enter a martial trance, boosting his combat abilities to frighteningly-high levels while also drastically lowering his/her life expectancy.[/I] [B]Magic Shmagic[/B] - [I]Due to a combined intense fear, hatred, and distrust, magic is nigh impossible for a dwarf to wield willingly or even use.[/I] Elves: [B]Treefucker[/B] - [I]You are friends with nature and everyone else can go fuck themselves with a rake for all you care. Not a wooden one, mind you.[/I] [B]Too chewy[/B] - [I]Animals refuse to harm you. Though this is most likely due to the unpleasant stringy texture of elf meat and not some Armok-damned "friends with the animals" Roc-Shit.[/I] [B]Dainty Fairy Powers[/B] - [I]QUIT RUNNING SO FAST YOU LEAFY-BASTARDS!!! +10 to agility.[/I] [B]Leaf Magic[/B] - [I]Because Armok has a sense of humor after all, Elves have been given a greater magical potential to make up for their lack of stones. And their missing testicles too.[/I] [/quote]
While this would be incredibly awesome you would really have to work on refining it so it doesnt require an enormous amount of bookkeeping, eg you try to throw some sand at an elf and it takes about ten minutes to do all the calculations etc. Im sure there will be a way to get lots of depth in an easy to handle way without each action taking half an hour but you will have to do a lot of work on a system to get it down to that. Anyway best of luck to you in creating it. If you need any help from professional and/or experienced rpg makers try [url]http://forum.rpg.net/forumdisplay.php?11-Game-Design-amp-Development[/url]. I have found it very useful for getting feedback and constructive criticism etc
[QUOTE=Nitrowing;32952377]Not really. Just use dice rolls. [code]For Attribute Levels (on a 1d100) Strength: 0-12 Unfathomably weak 13-25 Unquestionably weak 26-38 Very weak 39-51 Weak 52-64 Strong 65-77 Very Strong 78-90 Mighty 91-00 Unbelievably strong This can be applied to the scale found in the wiki page for other attributes like agility, toughness, etc...[/code] [code]For Talent Levels (on a 1d100) 1-6 Dabbling 7-13 Novice 14-20 Adequate 21-27 Competent 28-34 Skilled 35-41 Proficient 42-48 Talented 49-55 Adept 56-62 Expert 63-69 Professional 70-76 Accomplished 77-83 Great 84-90 Master 91-95 High Master 96-98 Grand Master 99-00 Legendary[/code] Racial modifiers give additional points or take them away when rolling up a new character, ie: And so on and so forth. As for the traits mentioned prior, just have it mentioned in the rulebook/guide the benefits and negatives of playing said races:[/QUOTE] I'm thinking that instead of 1d100 that I make 4d20, but only for skills and they will only go up to adept at chargen. My idea is that Skill will have the largest modifiers out of any character attribute, eg: A Mighty adept swordsman will be beaten easily by a weak high master in a swords only fight, So a lucky player will breeze through the early levels without challenge due to massive skill modifiers. Attributes will still follow the 1d100.
[QUOTE=PunchedInFac;32955008]I'm thinking that instead of 1d100 that I make 4d20, but only for skills and they will only go up to adept at chargen. My idea is that Skill will have the largest modifiers out of any character attribute, eg: A Mighty adept swordsman will be beaten easily by a weak high master in a swords only fight, So a lucky player will breeze through the early levels without challenge due to massive skill modifiers. Attributes will still follow the 1d100.[/QUOTE] Dont actually use a hundred sided die tho, just use two ten sided dice one for tens and the other for ones
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