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Messages - Firehound

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1
DF Gameplay Questions / Re: An embark with "pits"
« on: July 20, 2014, 08:17:27 am »
I embarked at a location with "pits" as well, and I received regular sieges of gobbos and undead. An important note is that normal undead were not friendly to gobbo undead(as my first year involved a necro siege that they left their pets.

2
DF Suggestions / Re: Becoming a Night Troll by eating their flesh
« on: August 13, 2013, 02:43:28 pm »
Maybe something like in Corruption of Champions (please don't ask why this is my example) where as you eat more of a nightcreature's flesh/blood/whatever, you slowly become more like the nightcreature. Like, eating troll flesh once would grant you hairy palms. Eating troll flesh again would make your bones stronger. Then you become a bit bigger. Then more and more until you're a full fledged troll. It would also make becoming a vampire a bit harder, since you'd have to drink a lot of blood from different vampires. As it is you just go around accusing everybody of being a vampire and then you drink their blood. Too easy.

It'll be fun.

...Why did you use that as an example?

Pardon me, I need to laugh a little bit since I know why you did.

3
It's also worth being able to read ASCII so that you can understand forum diagrams that use the ASCII symbols (or facsimilies thereof).

This post makes me wish there was a like button on this forum. or a +1. Or karma.

4
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 15, 2012, 07:03:07 pm »

http://en.wikipedia.org/wiki/Platinum

Platinum can be found natively. It is difficult to find in significant qualities. It is only about 100 years late for the 1400's era. 1557 was the first written reference to platinum, "which no fire nor any Spanish artifice has yet been able to liquefy"

OP, you don't exactly know the history of this stone very well.
Okay...150 years or so after the cut-off date for DF-level technology, and even then they couldn't smelt it? Native platinum might have an argument for existance, but if Wikipedia is right, platinum itself doesn't.

Yeah, and neither do alloys of platinum.

5
DF Suggestions / Re: Slavery/Slave Trade [Revised]
« on: May 15, 2012, 03:35:08 pm »
Splint: Dwarves don't butcher elves, goblins, or even trolls or animalmen, no matter how often you burrow dwarves in a burrow with only their corpses and an adjacent butcher's shop. Why should Toady waste his time to make it possible for dwarves to do a different thing that dwarves consider to be so heinous that they could not imagine doing it? It might be fine by you for elves to be whipped by dwarves into cutting down trees or what-have-you, but it isn't for dwarves. And it's not like slavery would be easy to implement.

Masked_Hunter: Who would want to buy a goblin?

I would imagine the other goblins would want them back.

6
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 15, 2012, 03:26:41 pm »
http://en.wikipedia.org/wiki/Platinum

Platinum can be found natively. It is difficult to find in significant qualities. It is only about 100 years late for the 1400's era. 1557 was the first written reference to platinum, "which no fire nor any Spanish artifice has yet been able to liquefy"

OP, you don't exactly know the history of this stone very well.

7
DF Suggestions / Re: Regarding weapons
« on: March 11, 2011, 07:27:16 pm »
It demonstrates that the math for contact area doesn't work like physics, otherwise axes wouldn't need a blade the size of their flat in order to cut things off of people.

What you need is:
a) distributed weight of the weapon, such that torque can be calculated (I'm surmising that the "velocity modifier" is a place-holder for this, but it's also weird)
b) contact area of the weapon (in real units)
c) how much power (units of energy per second) the striker is capable of, derived somehow from his strength attribute

From that (with some random element from attack and defense skills to model how squarely the strike connects, like we have), you can calculate how much pressure is applied to the struck tissue. Compared with the struck tissue's yield and fracture properties, you can tell whether or not the attack penetrated. If you know the thickness and density (and thus mass) of said tissue, you can do some math with conservation of momentum to determine how deeply and whether the strike continues to exert pressure beyond that point to the next tissue. (Friction also plays a role if you feel like doing calculus, but it's a pretty small role and you can pretty much handwave it at this scale.)

This would also fix throwing arrows being equielent to shooting arrows.

8
DF Suggestions / Re: Weapons, and shooting
« on: March 10, 2011, 12:58:51 pm »
I can get behind this.  During the upcomming Military Arc, some work should probably be done on Marksman weapons, which would include the reload rates of Crossbows.

I always saw crossbows as the more powerful and slower alternative to Bows.  More damage, fewer shots.  That does not appear to be the case in Vanilla DF... it should be.

Only one crossbow can possibly fire at a faster rate then a bow. Chu ko nu was an automatic crossbow, and was not exactly easy to fire accurately.
The current ranged weapon system isn't staying. It'll eventually be overhauled. In the mean time, enjoy your machine guns.

Clip size - How many items the item stores to fire.
magazine size*

Your sig has a hilarious typo.

e: Also, needs confirming: I think fire rate is tied to skill level. Legendary crossbowdwarves seem to shoot faster than dabblers.
-fixed, or will be soon, and what is the typo?

9
DF Suggestions / Weapons, and shooting
« on: March 10, 2011, 10:55:41 am »
Something missing I noticed, is that the weapons all weapons do not reload, and instead fire like a machinegun, making weapons like a repeating crossbow or using DF to model modern combat.

 I would like to suggest the following

Addition of three tokens
Magazine size - How many items the item stores to fire.
Reload time - how many actions it takes to reload the weapon
Shots per fire - how many times the weapon fires in a given attack.

10
DF Bug Reports / Re: The Best Mayor Ever
« on: January 10, 2011, 06:58:38 am »
"In retrospect, the fact that I mandated the creation of these items, without access to the pre-requisite materials is all my fault. As a requirement of the Dwarven Justice system, I hearby order myself beaten"
-Urist Mcdwarf.

11
DF Suggestions / Re: A few suggestions for the economy
« on: January 10, 2011, 02:07:40 am »
The main issue at hand is your running a perfect communism system. No one can start anything unless authorized by the government(player).

My suggestion to the economy: Add in banking to lower the ammount of coins dwarves carry so they don't have to hunch their backs to carry their money.

I would suggest it to be a building that relies on a couple speech skills and whatever is closest to math in dwarven brains. And the better they are, the quicker they are and more accurate.

Remove the infinite credit and make it so coins are damn important, and dwarves continually get minor unhappy thoughts about not being payed once the economy sets in, not so much that a dwarf who churns out goods doesn't go into a hissy fit after producing three stone mugs, but enough that dwarves won't tolerate being forced to work pro bono for extended periods of time. I would also make it related to givingness of the dwarf. Selfless ones don't care at all while greedy ones get angry really quick.

I would also suggest paper money, that is worthless to caravans, but alieviates the problem and is lighter but loses value if there is more then the worth of the fortress in circulation. Maybe also allow dwarves to buy from caravans, with an unhappy thought if dwarves are turned away due to not having enough coins but only paper money.

Also, add in actual vaults- where unowned money goes. Mayors and nobility can claim it and spend it as if it were theirs, and kobolds want to take it.

Tax collectors deposit taxes collected in vaults, and all nobility take their wages from it. Money spent on food and drink go into vaults- since it is govt. owned. This way it isn't quite as easy to bankrupt yourself

12
Curses / Re: How to train computer skill
« on: November 24, 2010, 01:32:15 am »
Ahhrg now I want to play again and have an Anonymous Crime Squad game. One where you just get 12 year olds and make them troll the internet until they become uberhackers.

Anonymous Crime Squad- We are the internet hate machine.

13
DF Community Games & Stories / Re: Boatmurdered - The Animation
« on: August 29, 2010, 03:39:59 pm »
Boatmurdered is funny for the face it is good written. This focuses the writing on the insane burning men and elephant seiges and the FTW device rather then the 'normal winter, nothing happened' stuff.

14
DF Dwarf Mode Discussion / Re: How do you build your fortress?
« on: August 16, 2010, 05:10:50 pm »
My forts tend to use a large(10x10x10) resevoir, which due to the contaminints in 2010, have been hooked up to a flooding mechanism, which can selectively flood areas of the fort to obliterate all dangerous contaminants. The fortress tends to be less fancy otherwise.

15
DF Dwarf Mode Discussion / Re: Nethercaps and refrigeration
« on: August 16, 2010, 04:20:16 pm »
To test the hypothesis that the computer doesn't freeze at exactly freezing, I suggest the Urist temp of nethercaps is set to 9999 as opposed to 10000.  This will allow for freezing. Either way, it makes for magma-proof construction out of wood.

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