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Messages - GreatWyrmGold

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11326
Forum Games and Roleplaying / Re: Superpowers, Inc: Rebooted!
« on: December 10, 2013, 11:00:50 pm »
Because plot is moving on, I'll assume you investigate.

There are two people in the basement, a teenaged boy and a toddler. The boy is pouring one of the Red Drake sub-formulas on a guinea pig.

Spoiler: Base (click to show/hide)
Spoiler: Supplies (click to show/hide)
Spoiler: Employees (click to show/hide)
Spoiler: Test Subjects (click to show/hide)
Spoiler: Other Resources (click to show/hide)

Spoiler: Formulas Known (click to show/hide)
Spoiler: Theories (click to show/hide)

REACT PLEASE.

11327
Then Kyle pours the orange stuff on the small rodent.
The guinea pig doesn't react. Well, it's annoyed, but it's not reacting weirdly...

11328
((We can only process once the Butchery is done, we need a timeskip for that to happen.  Time on constructions like that doesn't pass until a timeskip happens.))
((Yes, but if the workshop gets completed before the timeskip, they're planning to butcher the critters in the remaining time.))

((I remembered what the thing i was talking about earlier was: a Dynamo. We could try and build dynamos to provide at least some energy....))
((Yup.))

As to where we'd get magnetic metals from...
((We've already got a vein of hematite.))

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Besides, what would we do with the power?  Does anyone even know how to make a lightbulb?  A heater?  Can we be sure we could get the metal in the first place, or even make the dynamo?
((We have hematite!
...The other problems are still valid.))

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We should talk about this IC, eventually.  It'd be cool.))
((Yup. Although if we don't, we can just say we did in one of the timeskips.))

(Here's the spreadsheet for the actions.  I'll add access to those I can get a gmail address from.  If you don't want it knowledge, then pm me.  I'll try to keep it updated, but it will be easier for players to just add it themselves.  I've added two additional columns so that a player can be automated if necessary.)
((Hey, can you make it possible for non-editors to at least view it? Well, I know you can, I've done it often enough...))

"Try the wagon. And I can take care of the butchering, I used to hunt deer, though I only ever seen this part done. Gonna need the butcher's shop done first though."

(Did you need a butcher's shop to do it in real life? Or even in adventure mode in the current game?)

((But then we lose all our cheap jokes!))

11329
Forum Games and Roleplaying / Re: Bay12 Rumble IC
« on: December 10, 2013, 08:58:32 pm »
Angel stared at the spiders, terrified. She didn't know what to do...and she felt something inside of her.

She grew taller, grew stronger, grew wings, changed.

55 Energy: Behold My True Form

11330
This is interesting, i just don't know how D&D3.5 works (i was just plan lost trying to read the rules of 4th edition).
Edit: i just find it a lot like this
4e sucks. It's not much like 3.5.

Obviously, some things wouldn't work. Druids Wildshaping, almost certainly not-though, I'd love to hear some idea.
Routing power to different systems to switch between effective loadouts? Depending on the setting, some amount of physical transformation might not be out of line either.
Which reminds me...Space. Why do some ships take up 5 times as much space as others?

11331
Forum Games and Roleplaying / Re: 1001 Ways to Get Kicked Out Of Walmart
« on: December 10, 2013, 08:34:13 pm »
You skipped 201: Open all the randomized collectible packages and look through them to make sure you're not going to get screwed.

206. Stack boxes really high and, if challenged, point to the sign you set up that says "Danger! Do not climb on these boxes!"
207. Get on the P.A. system and announce, "This is a special holiday message from the Walton family." and then either fart repeatedly or beatbox into the microphone.
208. Turn the volume on the TVs in the entertainment department all the way up, then mute them, while on a blank channel so no sound comes out. Change them all to the same, hopefully loud channel - maybe a sports event. Set their universal remote frequencies to match, and from maximum distance away from the area use one remote to unmute and mute them all rapidly.
209. Using power strips from the store, plug in and turn on all of the blenders in Housewares.
210. Pour maple syrup all over the floor in one aisle and deploy your custom "Caution - Syrupy Floor" hazard cone.
You're always amusing.



213. Asking where you can buy Super Soakers, RC cars, and acid.
214. Asking where you can buy birthday candles, kerosene, and a remote detonator.
215. Asking where you can buy lead-based paint, paint thinner, and a squirt gun.
216. Asking where you can buy a flamethrower, arsenic, and gumdrops.

11332
The containers of orange stuff are too small to put the guinea pigs in. They're about thimble-sized.

11333
DF Suggestions / Re: Furnace reactions
« on: December 10, 2013, 04:21:35 pm »
I'd agree with you if you posted anything that was actually correct.
Care to elaborate?

I'd also be interested in good alternate solutions. (Ideally one that lets us have "pig iron" and "iron" as separate metals. Both have their images in the minds of men.)

11334
DF Suggestions / Re: Make leather armour useful
« on: December 10, 2013, 04:19:32 pm »
Currently, leather armour's only use is a lightweight scratch repellent. It's totally useless against almost any weapon (lay pewter short sword is deflected, while gold slashes tear muscles and stabs shatter bones). In reality, a good thick leather suit can stop or severely reduce the blow of an iron or steel sword (though not very effectively against stabs). Hardened leather even more so.
Well, we don't have hardened leather...and let's face it, driving the force of a heavy sword, however sharp, when your only defense is a flexible sheet of leather isn't going to protect your bones.

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It's been pointed out before that dwarf fortress' combat system is flawed (a scratch can tear an arm down to muscle level, a naked dwarf with a steel sword can kill a fully iron armoured and armed one about half the time etc.)In vanilla leather armour isn't worth making, except maybe for marksdwarves, compare that to it being used as a serious melee armour, the disparity is apparent. By no means should leather be comparable to any metal armour (it's hard to kill someone in full plate armour if they're standing still and not attacking you), but it needs some use.
You've hit the nail on the head here. The problem isn't just leather; it's that, somewhere deep in the injury code, a hundred things are just a hair off from where they need to be, making some things great and others worthless. This doesn't need a leather revamp--it needs an attack resolution revamp. Because, let's face it, Toady isn't likely to tackle separate revamps for leather armor, scratches, teeth, etc, when he can "simply" dig into the combat code and start tweaking things until it works better.


And it bugs me a bit when people exaggerate the little defects in DF's code. A naked dwarf with a steel sword wouldn't get 50% kill rates on an iron-armed and -armored dwarf. (MAYBE is the armored dwarf didn't have arms. I mean weapons.) Scratches don't tear that deep without a serious discrepancy in size or strength. And so on and so forth.

11335
Agility cannot be changed on character creation, and speed for the whole party is the average of everyone in the party.
One problem solved in an annoying and exploitable manner, a few more to go.
...This is a joke, right?

so there are a lot of requests for multiplayer but no real suggestions for how to effectively incorporate it
How many multiplayer topics have you actually looked through? The subject of multiplayer has been discussesed to death.
Reread. Not one of them I've seen has a good, effective solution to incorporating multiple players in one game.

Lag is a way of life for every network game, even those that follow the client-server model. It's simply unavoidable, period. How you handle lag is the issue.
Sometimes, there isn't a good way.

11336
DF Suggestions / Re: Checkpoint
« on: December 10, 2013, 04:12:29 pm »
What about roads?. They seem much more logical than random checkpoints,
Since we're just in the process of getting to the point where caravans etc will actually be moving on the world map to get to your fort, and as such be coming from the direction that makes sense with where they're coming from, I doubt Toady would implement any such placeholders. Hopefully it won't be too long until we can construct roads going off site and having that be the natural entrance for any migrants/caravans.
Agreed, especially with the second.

11337
DF Suggestions / Re: Biting Revamp
« on: December 10, 2013, 04:11:02 pm »
Yeah, this qualifies as a bugfix. It has to do with the way biting is calculated, which is something Toady presumably already intends to fix.

On a related subject, Toady should change how water freezes and thaws. Right now, when it freezes, the objects only come out if the ice is mined and not if it melts.

11338
DF Suggestions / Re: Ideas For a Magic System
« on: December 10, 2013, 04:09:19 pm »
advice for future posts, more separate paragraphs (not to be rude or anything, walls of text are just grueling to read)
Quoted for truth. I don't even know if I can read that wall of text...especially given the number of things I should be doing...well, I can skim, at least.

Your examples for activated abilities for artifacts are...interesting, but a bit gamier than I think Toady intends to go with it. Also, the second one seems...overpowered.

Arete is a neat idea, I suppose.

Your "ritual magic" is a bit...well, vague and generic. I have some opinions, but they're mostly too vague to share because your idea is vague. In the summaries, you said this kind would be "common". However, Dwarf Fortress is supposed to be a Low Fantasy world--ie, there is magic, but it isn't common or world-shaping.

One nice thing about your "sorcery" is that it fits in okay with previous magic (necromancy). From my skim, it seems like there isn't a lot earth-shattering there. No offense, but it's not that novel.

Overall, there isn't a lot here that hasn't been said before, in many previous threads about magic. On that note...
Quote from: Banner at the top of the subforum
Search for an existing thread. If you find a thread similar to your idea, you can bump it to expand on the suggestion, even if the thread is old.  However, please do not bump threads just to show support.
Please search.

11339
DF Suggestions / Re: Export an Adventurer
« on: December 10, 2013, 03:57:30 pm »
Eh.

It doesn't really fit. In the nigh-mythic 1.0, adventurers will come from somewhere. How would an adventurer exported from one world fit into another?

11340
DF Suggestions / Re: Fun with Physics: The Seesaw
« on: December 10, 2013, 03:56:35 pm »
Unless you were joking, in which case, kindly ignore this post.
Footkercheif doesn't joke.


I'd like to see something like this--not a seesaw, but some sort of big lever--whenever all those crazy mechanical contraptions for use in moving fortresses and such get implemented.

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