• Dwarf Fortress - DF2014 released
    6,379 replies, posted
[QUOTE=Sector 7;39836400]if we had inter-burrow fighting, you could make two separate fortresses and have them put each other to siege[/QUOTE] This would also make gladiator arenas alot more entertaining, and finally give a job for all those lyemakers, nobles, and cheesesmiths.
I wish we could charge dwarves with crimes. Regardless of if they committed them or not.
[QUOTE=Kybalt;39839247]I wish we could charge dwarves with crimes. Regardless of if they committed them or not.[/QUOTE] You can, it's just there's only really one crime that you can be charged with in Dwarven society and that's murder.
[QUOTE=RearAdmiral;39839261]You can, it's just there's only really one crime that you can be charged with in Dwarven society and that's murder.[/QUOTE] Murder, and not making enough Zinc Mugs for the mayor.
This game has come such a far way - what is it, ten years now? - and it still has so much planned progress. It's great. [editline]8th March 2013[/editline] I mean, compare DF from say, Boatmurdered, to how the game is now
I wish you could change how dwarven society is functioned in your fortress, ie by creating your own laws and punishments and stuff like that
I hope they add mercury as a mineral to the game, which can be refined from cinnabar to make liquid balanced weapons, poisons, and to get your metalsmiths hammered to death for failing to make chairs out of it.
The new combat system is finally going to make dual-wielding feasible. Also, Masterwork DF adds a Drow race. I think we all know where I'm going with this.
I like the free will debate. Continue. I'm going out to the bar, and i want to laugh my ass off when i return. You have your orders, gents.
[QUOTE=Sector 7;39844574]Murder, and not making enough Zinc Mugs for the mayor.[/QUOTE] that is basically the same thing as murder
a forgotten beast just bit my pikedwarf's right buttock off [editline]8th March 2013[/editline] oh my god it's lying on the ground
[QUOTE=JoeSibilant;39847263]The new combat system is finally going to make dual-wielding feasible. Also, Masterwork DF adds a Drow race. I think we all know where I'm going with this.[/QUOTE] time for drizzit do' urden to walk the asciiscape of dwarf fortress
Now I just need a couple of scimitars and a nice cloak.
I was in the middle of smashing the shit out of a vampire with him pinned to the ground and held down by me. He manages to take me from uninjured to dead by lightly slapping my skull into my brain with his whip, somehow without an ability to grip. Welp.
[QUOTE=Pilotguy97;39851482]I was in the middle of smashing the shit out of a vampire with him pinned to the ground and held down by me. He manages to take me from uninjured to dead by lightly slapping my skull into my brain with his whip, somehow without an ability to grip. Welp.[/QUOTE] I dunno if this is still the case but in older versions whips could murder anything with a lucky hit because their attack surface area was extremely small compared to their swung force, which allowed them to penetrate any kind of armor
[QUOTE=Sector 7;39850739]a forgotten beast just bit my pikedwarf's right buttock off [editline]8th March 2013[/editline] oh my god it's lying on the ground[/QUOTE] Get a grand master thrower to kill people by throwing it like a frisbee
[QUOTE=TrafficMan;39851654]Get a grand master thrower to kill people by throwing it like a frisbee[/QUOTE] if only you could use necromancers in fortress mode I would put that butt on the front lines
You can use captive necros to make undead bacon. You basically kill all your animals that you want to slaughter using drowning traps and then make the necro reanimate them. Then you kill the animated bodies and slaughter their corpses. Reanimation causes everything to become huge and incredibly muscular so you end up getting way more meat out of reanimated corpses. :v:
Devlog: [QUOTE]Next up is a list of old combat mechanics that need to be moved over to the new action system. Every creature's "turns" used to work more or less with a single delay variable which was used all over the place, and many non-combat actions will still work that way in the next release (since I don't need to put it off further converting the 80 remaining minor cases), but there are some combat activities that should be converted now so that that system at least is homogeneous -- dodging, twisting weapons, that sort of stuff. In particular, the last tweaks I need to do for combat reaction moments rely on getting all of the timers interlaced, and I'll need all the combat actions for that to avoid weird arbitrary waits that the reactions don't see. Once that's more fluid, we'll have a clearer picture of exactly what sort of combat mess we have overall. Hopefully a mess that'll be ready for lots of wholesome undead pulping. I guess living things would get pulped too by default sometimes, although rotten tissue should probably be more pulpable, like those month-old forensic cubes they find in trash cans and stuff.[/QUOTE] I'm impressed twisting weapons is going to be possible with the new system.
[QUOTE=Neo Kabuto;39852204] I'm impressed twisting weapons is going to be possible with the new system.[/QUOTE] wasn't it always but now you can do it subsequently after the stab?
[QUOTE=Falchion;39852255]wasn't it always but now you can do it subsequently after the stab?[/QUOTE] I'm not sure. I haven't played adventurer mode in a while, so I may have just missed it.
Twisting weapons has been in both Fortress and Adventure mode for a pretty long time. You only really see it with stabbing weapons like knives, swords and spears obviously.
[QUOTE=DanRatherman;39847176]I hope they add mercury as a mineral to the game, which can be refined from cinnabar to make liquid balanced weapons, poisons, and to get your metalsmiths hammered to death for failing to make chairs out of it.[/QUOTE] mercury bolts they would just splat on contact
[QUOTE=Derposaurus;39846739]I wish you could change how dwarven society is functioned in your fortress, ie by creating your own laws and punishments and stuff like that[/QUOTE] Pretty sure that can be done by editing the raws.
[QUOTE=Lijitsu;39855625]Pretty sure that can be done by editing the raws.[/QUOTE] entity_default contains codes of laws for the various civs - you could make cannibalism a-ok for your dwarves if you find yourself having too many immigrants and too little food. (not sure if you'd also have to add a line to the creature raws though.)
[QUOTE=Sector 7;39857488]entity_default contains codes of laws for the various civs - you could make cannibalism a-ok for your dwarves if you find yourself having too many immigrants and too little food. (not sure if you'd also have to add a line to the creature raws though.)[/QUOTE] Dwarves don't butcher each other even if you make it ok I think, but they will be fine with other sentential beings.
[IMG]http://gyazo.com/f1cee39cc2bfb85f07a594a98ce59908.png?1362928429[/IMG] This is a subtitle from a LoTR bootleg. It fits very well in the DF universe.
[QUOTE=coilgunner;39864988][IMG]http://gyazo.com/f1cee39cc2bfb85f07a594a98ce59908.png?1362928429[/IMG] This is a subtitle from a LoTR bootleg. It fits very well in the DF universe.[/QUOTE] The lack of magma disturbs me.
[QUOTE=Sanitizer;39857659]Dwarves don't butcher each other even if you make it ok I think, but they will be fine with other sentential beings.[/QUOTE] Are you telling me an arena with non-insane dwarves isn't feasible?
[QUOTE=coilgunner;39864988][IMG]http://gyazo.com/f1cee39cc2bfb85f07a594a98ce59908.png?1362928429[/IMG] This is a subtitle from a LoTR bootleg. It fits very well in the DF universe.[/QUOTE] More accurate: [i]"I bring word from Elfron "SilencesPickled" the Wicked, of RiversDeath!"[/i]
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