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Messages - GreatWyrmGold

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30871
Go inside.

30872
((I'm guessing random.))

30873
Forum Games and Roleplaying / Re: A Beginner's Guide: Um...
« on: May 04, 2013, 11:36:06 am »
Let's get the pathetic stuff out of the way.

Neither talking to the machine or activating the statue works. You think and try that in the other order; that doesn't do anything either.
You look at the statue; it--she?--looks back. You pause, thinking[/i] Should I or shouldn't I? ...and then decide to settle for a hug. You hug the statue. It's cold and, again, has a consistency partway between gold and flesh. The statue reacts, flailing her heavy limbs about. You lose your grip and fall backwards.
[-1 Health] Oof. Now the statue is a bit afraid of you.
Hm. What can you do? Maybe give her a personality? How about a bit of practicality and sarcasm? First, the paint. You remove your helm again, sniff the paint,
[+1 Creativity, +1 Toxicality] and get to work. [22-5;17-5] [Skill: Novice Mindcrafter] [-1 Creativity] The statue flares for a moment with a golden light, then speaks in a voice almost exactly like if someone was striking a series of tiny gold bells.

"...Where am I?"
"Um..."



   -----
   |
H++|
   |
U++|
   |+++|

-----I--------
|+++++|+++++c|
|+++++|++++++|
|++++
^|+++++~|
|+++++|-
I-----
|+++++|+++|/-▼---\
|+
nn++I+++#
ϟϟϟϟϟϟϟ|
----I-|+++|\-▲---/
     --I---
     <++x\
    |
++|
    |++
+@|
    |+++|
     \+++/
      ---


Spoiler: Status (click to show/hide)

-----

The plot continues to thicken!

30874
(By the way, Wwolin, didn't you say we could see the original loot-generating program a while ago?)

30875
DF Suggestions / Re: Treat gem sub-varieties like castes
« on: May 04, 2013, 11:13:57 am »
I like this idea, especially if there could be a few procedurally generated rare gem subtypes per world.

30876
DF Suggestions / Re: new token: [ATTACKS LIVESTOCK]
« on: May 04, 2013, 11:10:17 am »
That would, however, lead to big predators attacking cats and not elephants

30877
DF Suggestions / Re: Original DF Integrated Soundtrack
« on: May 04, 2013, 11:06:38 am »
I dunno, I like Toady's piece best. It...fits, you know? And it was made by Toady, like the rest of the game. Mostly, though, it seems like it wouldn't "sound" like Dwarf Fortress without the music.

...I am way too young to be getting nostalgic.

30878
DF Suggestions / Re: scaling giants
« on: May 04, 2013, 11:01:23 am »
Toady's planning it, but it's one of those "eventually" things.

Climbing colossi is an interesting idea, but one that will need to wait for (for instance) a better idea of how wrestling "works," and making creatures' sizes count more (currently a kobold can kick a giant in the head).

30879
DF Suggestions / Re: levers that link onto other levers
« on: May 04, 2013, 10:59:08 am »
i view this as exploitish because for some of my projects i used to need to link 1 lever to like 50 bridges. Now i just need to build 50 levers in a safe area and link them all at once, 1 to each bridge, and then link a lever to those 50 levers.

it reduces the fun of trying to link levers to 50 bridges out in the open near the edge of the map (for a map-wall-in system) in a biome with huskifying clouds and undead running about outside.
I'm confused. Why would that change anything except the quantity of mechanisms you used?
You'd still be linking 50 levers to 50 bridges.

I'd do it by means of making the gear assemblies operate as logic gates (AND, OR, NOT, etc.). You'd set up the necessary gear assemblies (standard: OR), order a mechanic to switch them to other kind of gates, and connect the input and output as desired. Then you put a signal through them, for example by pulling a lever, or a series of signal, for example by connecting it to a water wheel.
I'd be fine with just having levers link to levers until we have an actual system of links between items rather than the "quantum entanglement" we have now.

30880
DF Suggestions / Re: Armor styles and variants.
« on: May 04, 2013, 10:56:17 am »
I like this idea, especially the part where decorations might get put into the raws and/or the gem-cut-code made more flexible.

30881
DF Suggestions / Re: Crises/Historical moments
« on: May 04, 2013, 10:54:34 am »
I would consider the loss of half the population to be a crisis. It might have been caused by stupidity/cruelity from above, but still.
Crisis, but not a famine. There's a difference.
Define "famine". I'd count any time half the population starves to death as a famine, regardless of cause.


The biggest problem is the computer deciding what a given event is and if it's worth recording.

30882
DF Suggestions / Re: Another take on Magic - Magicmaker style
« on: May 04, 2013, 10:51:45 am »
I think there's a bit of confusion on what you mean by "spells". I thought you meant that specific, simple-to-learn, and so forth things to do with magic don't fit. I was thinking you meant spells like "Raise Dead," "Fireball," "Create Water," etc, didn't fit.

I agree that "flashy" magic wouldn't fit with DF most of the time, but it IMHO should happen sometimes. Maybe in "high magic" worlds, whatever that comes to mean.
Or perhaps...
Instead of being just a generic mana system...
Mana could be a magical (duh) energy in the air, which creates various anomalies when in high concentration (yeah, it's up in the air, literally). Some manage to control its flow and thus cast spells, either directly or via items.
If you cast a lot of spells in a quick succesion the area will eventually run out of mana, and you won't be able to cast anything in that place for some time - either that, or the spells will have much weaker effects (to the point when you will literally just fire sparks, water drops and mere blows of wind instead of hellfires, tsunamis and tornadoes)
Good/evil areas are filled with much more mana, therefore husks and unicorns.
Average mana concentration can be set when creating a world, leading to magic-filled or completely magicless worlds.
...I think I nailed it.
Lore's nice, but why does that fit well? It certainly shouldn't be the only possible system.

Quote
As for the question of 'flashy magic', I know not everyone thinks it fits
Honestly judging by HOW people object to flashy magic. It get more of an impression that they are objecting to a very specific form of it.
Or rather people are objecting to the idea of Final Fantasy Black Mages.
I'm not sure what you mean by that. Care to explain?

Quote
Honestly the community is weird. We actually got a thread about how mages should have disadvantages based on weapon and armor because "magic is too powerful". Yet these are the same people who object to 'flashy magic'.
Why are those in any way contradictory? They seem like the same complaint.

Quote
So honestly when it comes to magic and the dwarf fortress community... Just ignore them, they don't say what they mean.
-1


One problem with these magic discussions is that each is arguing for their own "image" of DF...and these images aren't much alike.
Some of us imagine a DF like D&D or something, where magic shapes the world. Some of us imagine a DF where magic is rare and typically the opposition, which can and often must be faced with little but steel and bravery. Some imagine it somewhere in the middle.
I imagine a wide array of possibilities, modifiable in advanced or to a lesser extent basic worldgen, which span the whole range but tend towards the "Low Fantasy" end of things. That just "feels" like Dwarf Fortress to me.

30883
DF Suggestions / Re: Alcohol Explodes
« on: May 04, 2013, 10:43:07 am »
Well, aside from the lack of realism (a lot of alcohol can't even burn; besides, drinks tended to be diluted in RL medieval times, which should essentially balance out the dwarven preference for high-proof drinks), we really should have explosions in first. Which requires pressure. Which requires a redo of the physics system. Which will take time and cause a bunch of tangents and a huge number of bugs, in a major release that we'll all be waiting for nervously, planning pressure-based weaponry, only for the update to come out and only a few of the ideas are anywhere near practical.

My point is, don't get your hopes up.

30884
DF Suggestions / Re: A Few ideas... (From years gone past)
« on: May 04, 2013, 10:40:19 am »
It wouldn't be...

IF:
1. Their crashing on shore made sense and wasn't just "The game randomly decides to give you 3 *chalk mugs*!"
2. Ships were also implemented elsewhere.
3. It really needs to make sense, so I'm mentioning it twice. After all, ships that crash into shore aren't common occurances.

30885
DF Suggestions / Re: Evil Rain should give Dwarfs Happy Toughts
« on: May 04, 2013, 10:38:58 am »
Spoiler: Silliness (click to show/hide)

On a serious note, dwarves are just short, stout people with a penchant for digging. Getting caught in a rainstorm is unpleasant. I can only imagine getting caught in a bloody rainstorm with improper clothing is worse.
You left out the alcoholism, but yes.

Note that Armok never appears in-game.
He's mentioned in Chapter I.
...
Which is a completely different game, with no cross-references between the two.
Your point being?

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