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Messages - GreatWyrmGold

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11236
No offense, but a forum game simultaneously long-running enough to be worth bookmarking and inactive enough to need such a thing has never been made. I'm not sure if one that fulfills even the first criterion has been.

11237
Roll To Dodge / Re: Experimental Roll to Dodge Variant (Apply within)
« on: December 11, 2013, 04:00:00 pm »
Edited.

11238
Roll To Dodge / Re: The First Magic Girls OOC
« on: December 11, 2013, 03:59:11 pm »
Basically? Half of the players of another RP turned the OOC into a convoluted mass of God-knows-what.
What, you think God had it figured out? That's up there with drawing a triangle with angles that add up to 200O or proving His existence as things not even He can do!

11239
Roll To Dodge / Re: Experimental Roll to Dodge Variant (Apply within)
« on: December 11, 2013, 03:56:02 pm »
Attempt to toss the offending guys out of the way before moving onwards.

11240
Roll To Dodge / Re: The First Magic Girls OC
« on: December 11, 2013, 03:43:07 pm »
Probably should, yeah.

11241
Forum Games and Roleplaying / Re: Pokemon Rivals - The next generation
« on: December 11, 2013, 03:41:50 pm »
It's weird the Pokemon missing so many moves. I was assembling an Uber team, and Rayuaza only had one move (Dragon Something...Dance? Rush?). Dialga had only one--I think the same only-one. Weird.

11242
Forum Games and Roleplaying / Re: (ISG)Goofy Rougelike II: Antman Summoner
« on: December 11, 2013, 03:40:48 pm »
It's alright, no one remembers how you died. It had something to do with kobolds, though.

Anyways.

Wonder why the spores weren't incinerated.
Wishbone: Full Attack! That is, use Flurry of Blows.

If the elf survives:
Ignacio: Advance.
Ithan: Fire.
Oscar: Continue to offer tactical enigmas.

11243
Forum Games and Roleplaying / Re: Pokemon Rivals - The next generation
« on: December 11, 2013, 03:16:25 pm »
How many games even have volcanoes?

Rocky areas sound best for Houndour, especially the volcanic ones (fire-breathing mountains for fire-breathing hellhounds). Forests and such...well, let's just say that when pyrespiratory organisms enter such regions, one or the other tends to be reduced in number greatly before long.

11244
((Meme doesn't age.))

11245
Roll To Dodge / Re: The First Magic Girls
« on: December 11, 2013, 03:12:59 pm »
Finals?  I'm unfamiliar with the term.  I'm guessing you are referring to examinations of some sort, in which case good luck.  Our exams don't start until January.
Pretty much, yup.
I remember high school finals. First semester, Christmas break, FINALS! So dumb. Couldn't they have shifted the schedule a couple weeks back?

11246
((Ah.
...
They wouldn't be. Not intentionally, at least. It doesn't fit Grate, and since he has been following my orders to not destroy stuff, it doesn't fit Magic-Grate either.))

11247
DF Suggestions / Re: Furnace reactions
« on: December 11, 2013, 03:10:34 pm »
Metal should come out of the smelter as ingots or blooms, not bars. Drawing the ingot into bars or flattening it out into a plate should be a part of the process, I think. One would probably make hammers and maces directly from ingots.
What's the difference between a "bar" and an "ingot," anyways?

Quote
For mail, the metal should first need to be drawn out into wire, then assembled. Perhaps we should even need to punch solid rings from plate, then cut the riveted rings from wire.
Would you be fine with the assumption that such processes occur during the "Forge Chain X" reaction?

Quote
Rough sword blade blanks should be able to be made from the forge on a large scale, then they go off to a grinder to be finished and sharpened. The guard and pommel would probably just be considered part of the blade blank.
See above.

What you're proposing is similar to how it works in Goblin Camp (except it uses bog iron ore)...
Is that a mod or a separate game? I'm guessing the first...

On the note of flux being a reason to keep bronze and iron around.
Well copper and bronze are melted at about 1100C, ~2000F
Wrought iron and steel though takes about 1500C, ~2800F IIRC (been a while since material science)
Steel though requires much more processing then iron.
A slightly more accurate modification to the game could be the requirement of machine power to the forge to drive billows or other air processing equipment. That machinery requiring other metals to make parts for (forcing steel to be "later tier"). Also Steel (and other metals actually), the product bars could have a quality attached to them. Flux, like used IRL, would be for trying to squeeze higher qualities out of batches of metal.
So only the highest quality steels go to your mastersmiths and make it into weapons and armor. And in turn, the better metals can lead to better gear.
Also reforging metals, attempting to get higher quality materials could be a great time sink for your dorfs. And perhaps their ability to make good metal could be tied into their furnace operator skill.
Is machinery actually required for the bellows?
...And is flux actually not required for steel?

Materials with quality levels would complicate things immensely.

I disagree. Combat calculations are fairly straightforward and so are definitions of material properties such as brittleness. I think it could add some layer of depth into the game as long as it was easy enough to macro in "elite soldiers only use high quality bronze" or things like that.

In fact, I could even get some raws for it:

Code: [Select]
[MIN_SHEAR_STRAIN_AT_YIELD:150]
[MAX_SHEAR_STRAIN_AT_YIELD:225]

And so on. The min is the STRAIN_AT_YIELD at highest quality, MAX at lowest. Or the other way around. I guess it should be able to work either way. Lower is better for strain at yield AFAIK.
Materials with quality levels would complicate things immensely.

I disagree. Combat calculations are fairly straightforward and so are definitions of material properties such as brittleness. I think it could add some layer of depth into the game as long as it was easy enough to macro in "elite soldiers only use high quality bronze" or things like that.

In fact, I could even get some raws for it:

Code: [Select]
[MIN_SHEAR_STRAIN_AT_YIELD:150]
[MAX_SHEAR_STRAIN_AT_YIELD:225]

And so on. The min is the STRAIN_AT_YIELD at highest quality, MAX at lowest. Or the other way around. I guess it should be able to work either way. Lower is better for strain at yield AFAIK.
The really complicated thing is when we start having different uses of metals, with different qualities being "good" or "bad" for them...

11248
DF Suggestions / Re: The Themes of the World Gen Narrative
« on: December 11, 2013, 03:05:26 pm »
First, such things need to be implemented. Then, they need to be defined and separated. Finally, they need to be adjustable.

No, wait. After they're adjustable, they need to be released, then their effects (and defects) recorded, then bugs fixed, then re-released, then repeat the cycle until the next fun worldgen option is implemented.

Overall: Neat idea. I hadn't thought about it. I'm not sure how directly such things would map to predictable changes in the world. You've heard the adage about the butterfly and the hurricane, correct?

11249
DF Suggestions / Re: Tearing Others Asunder
« on: December 11, 2013, 03:03:19 pm »
Have you ever tried this? Have you even heard of an extremely strong body builder/wrestler/etc doing it to a child or a small animal?

It's not happening without some kind of magically-enhanced super-strength. Unless a giant decides to pluck the limbs off your dwarves.

11250
DF Suggestions / Re: Make leather armour useful
« on: December 11, 2013, 03:01:53 pm »
You fail to consider two things:
1. Pre-Iron Age tech
2. Pre-smithing infrastructure

Both of these find even the strangest of non-metal armors being used. Examples that spring to mind include the Incas* and Greenland Norse, the former lacking significant military application of metals and the latter lacking decent or and, more importantly, sufficient fuel to work metal.

*Is the plural of Inca Inca or Incas? I think I've heard both.

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