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Topics - Lidku

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1
General Discussion / East Palestine, Ohio
« on: February 13, 2023, 06:28:54 am »
What is going on there? Reports of a Vinyl Chlorine seeping into the environment everywhere, after somesort of derailment?

2
General Discussion / Qing Dynasty Thread
« on: February 11, 2023, 04:08:10 am »
In this thread we'll talk about the Qing Dynasty, also known as Great Qing. It was a state that lasted from 1636 to 1912. This dynasty was the last absolute monarchial feudal government of China, before the brawl between modern ideologues on how China should be governed fought each other for supremacy.

Spoiler (click to show/hide)

3
General Discussion / Anyone else getting a weird error lately?
« on: December 07, 2022, 07:01:58 am »
Ever since DF released on Steam, I've been getting a constant "500 Internal Server Error" whenever I try to click somewhere else. Anyone else getting this, or is it just me?

4
DF Dwarf Mode Discussion / Sidearms for Crossbowmen?
« on: October 27, 2022, 07:28:51 pm »
I'm about to start up a new game. For this one, I want to focus my military around Crossbowmen and having maces as sidearms for when they run out of bolts.

Now, before I do all of that, I want to know what I'm going to get into, or to generally ask if anyone has tried this before; how do Crossbowmen/Ranged units behave when you assign them a melee weapon, on top of their main ranged weapon?

Do they simply charge into battle prioritizing using their melee weapons? Or do they actually use up their bolts first, THEN go into battle? I believe I read in some places on the forum in the past that Crossbowmen charge in blindly, no matter what, even if they have no melee weapon at all and just were assigned crossbows. People had to build enclosed towers/pillboxes with fortifications to stop crossbowmen from charging, who did so even when they had a full quiver of bolts available. Is this still the case now?

5
General Discussion / United Kingdom Bunker Thread - Politics & Economics
« on: September 29, 2022, 06:29:32 pm »
I wanted to make a thread that focuses specifically on the UK, especially with the ongoing crisis on whatever its new Prime Minister Liz Truss is doing with the economy right now.

The Armchair Economics Thread in particular seems to not like to discuss politics (from what I saw), so making a dedicated thread that allows for economic AND political discussion for this UK-specific developing event would be optimal, in my opinion. Hopefully this thread concept doesn't flop.

EDIT: minor typos

6
Other Games / Kingdom Hearts Thread
« on: July 01, 2022, 07:11:38 am »
"May your heart be your guiding Key."

A thread of discussion about Kingdom Hearts: news, analyses, current released games, lore, theories, and of course, memes.

7
Forum Games and Roleplaying / Bay12 Community Bizarre Alt-History Thread
« on: February 13, 2022, 04:04:05 am »
101 AD, Classical Antiquity

The Earth is one of the many planets that teem with life. What sets Earth apart from the other planets, however, is the strange things that always occur on it. Many different outside galactic interests have periodically visited Earth from time-to-time, but all eventually leave, being unable to truly grasp at the dynamics of the unique planet.
As of now, Earth is dominated by a sapient native species called "Humans". The Humans are split up into many different civilizations, all of which vie for power. The greatest powers to exist at this moment are the Roman Empire under Emperor Trajan; and the Han Empire under Emperor He. Many other polities of different heights exist but shift and lull at the winds of change to the status quo.

The status quo, it seems, will only shift more in the coming times. Much stranger things are happening as of late, things that cannot even be explained via religious means or anything else...

Spoiler: Map of World in 101 AD (click to show/hide)


Hey guys, this is my flimsy crack at doing something akin to the Bay12 Communal Worldbuilding Game by Lord_lemonpie and Strik3r, who then took over after them. However this time, we'll post-by-post create an Alt-History of Earth starting at 101 AD.

This game also heavily draws from Jojo (my favorite anime), but posters can implement other inspirations into the world as they wish. A few start set-pieces:

- Gods don't exist, but Godly or Eldritch Beings exist throughout Reality.

- Magic used to not exist on Earth, but at year 100, it suddenly began streaming into existence. Due to it just arriving, no one has discovered magic yet.

- Psionics also exist, but only Aliens species have discovered it thus far.

- Other sapient lifeforms other than Humans exist in the universe but have little interest in Earth as of now; except for maybe some independent science organizations cataloguing non-advanced lifeforms.

- The Stand Meteor is in a secret location and not in Greenland like usual Jojo canon.

- Some analogue to the Pillar Men exist but are hidden and inactive.

Spoiler: Guideline Rules (click to show/hide)

Spoiler: Example of Play (click to show/hide)

8
DF Suggestions / Should Vampires get sunlight affliction?
« on: February 11, 2020, 11:41:46 am »
Well, they ARE Vampires. They should have a negative effect while in Sunlight, but in DF nothing happens if your a Vampire in the sun, well atleast in Adventure Mode.. Since there is no night or day cycle in Fort Mode, I'd imagine a negative sunlight status affect would be hard to put in.. Maybe tie in weakness to the sun with feeding like with Skyrim? The longer you don't feed, the more likely to burn up entirely. Also more signs will be exhibited if a Vampire progressively becomes more thirsty for blood.

This way sun affliction can make its way into both Fort mode and Adv mod. Suspected Vampires in Fort Mode can be quarantined, then sent to go outside to see if their vampire or just check to their fluctuating description status from not feeding. Adv Mode now your character will have to be smart if thirsty and traveling long tracts of land without being near civilization at all, less they burn and die.

9
DF Suggestions / Better aboveground farm clearing
« on: November 22, 2019, 01:03:24 am »
Currently the only way to have viable aboveground crops is to gamely channel a wide portion of ground or use a pump to spray the ground (natural irrigation the real world way doesn't work in DF). Irrigation where you channel away from a running river should fertilze the ground a couple tiles near it and clear out all the troublesome rocks for farming. This will definitely help if you play civs that are most aboveground based. 

10
For some reason, adventurers aren't allowed to fast travel through evil civ type sites. This is especially awkward if your a bonafide site member, but can't fast travel despite the guards and the villagers of the site not being hostile at all due to being in the same faction. Even if they are hostile, fast travel shouldn't be cut altogether at all- considering even if your hostile with other Civs with non-Evil Site types you can still fast travel through their holdings. It should be instead where if you attempt to fast travel through any settlement that is hostile to you, there is a chance of an encounter instead of being locked from fast-travel. This will significantly reduce tedium traveling through pits... As for Pits..

Why do Goblins (or any modded civ utilizing Evil Site type) have trenches in the first place? Why would they need trenches at all when this is a medieval style game. It should be replaced with watch towers or walls instead, or something else entirely.

11
DF Modding / Fallout Mod? (No not the MLP one)
« on: September 29, 2018, 10:36:02 pm »
Whatever happened to the Fallout mod Deon made? It was one of the best mods on DF and what got me into this game. Will he ever make it again?

12
DF Suggestions / Add in Hunt designation
« on: August 03, 2018, 10:31:29 am »
Please add in a designation for hunting purposes. Even when toggling all other labors off, hunters just mill around when a bunch of wild animals are out about. Only rarely do they go hunting. Add in a designation (d) with numbered priorities. (I'd probably always set the priority to 1 anyway if this gets added in anyway.)

13
DF Suggestions / Please add roofing to the game
« on: July 23, 2018, 08:40:10 am »
Roofing is the key feature needed in Dwarf Fortress. Building an aboveground fortress is absolutely insane. No more using stairs to build roofs on the side of the structure, but an actual mechanic please. Also allow us to build walls on floors aka "roofs" if a roofing system won't be added. When I wanted to add another story I came to realize you can't build on floors..

14
"For the wise man looks into space and he knows there is no limited dimensions."
-Lao Tzu


Humanity. Since its evolution into sentience it has looked upon the stars, forever admiring its infinite mystery. Many philosophers, great thinkers, and eccentric visionaries always supposed that humanity would one day explore this expanse after most of the known Earth was already explored. They were correct. With the formation of the Solar Governmental, a Trans-Stellar Federal Republic on 31 July 2443, humanity fully realized its fulfilled self-promise to propagate its continuation far from Earth with the advent of Bluespace technology. While SolGov was the de-facto proprietor of humanity besides the Terran Colonial Federation, much of space is either lawless spaces sectors, megacorporative quasi-stellar nations, and Independent star systems. Some groups of people bundle in nomadic star fleets, some even pirates, or even worse- Narsien Occultists. The Wizard Federation also is a small, but deadly loose conglomeration of Warlock states that frequently terrorize the unblessed humans of non-Magi. Non-Species of sentient life also dominate the Universe. Such are the varying migratory fleets of a bird-like species called Vox who are scorned by competing human migratory fleets. Varying Xeno-Humans also exist without different adaptabilities on various planets throughout the cosmos.

You are a citizen aboard the Epsilon Denario 437, a state-of-the-art Mega-Station that declared independence eons ago from the defunct Terran Commonwealth in 2376. Epsilon Denario 437 has enjoyed 174 years of quiet prosperity in relative peace. The markets were always burstling, much income was gathered from taxing refueling Spacers, Industry in all sectors was also booming. The inhabitants were joyous and very metropolitan. All of that changed suddenly. Now you must survive the horror that entombed this once great paradise.

What was the threat that struck the Station?

Spoiler: Scenarios (click to show/hide)

15
DF Dwarf Mode Discussion / Need help with aboveground Fort
« on: July 06, 2018, 03:14:57 pm »
Making an aboveground fort takes alot of resources. Also I'm so used to making underground settlements that I have no idea how to make surface ones at all. How the heck does NPC fortresses make that giant box-like entrance I always see? Any suggestions on how I'd go about making this place?


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