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Messages - GreatWyrmGold

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35806
Well, he is a hero now...
Like that's stopped anyone before. Heck, half of you are villains!

35807
Roll To Dodge / Re: Random Gun Deathmatch 8/8 Players Turn 2
« on: February 09, 2013, 09:15:14 am »
Move up to the wall, shoot the guy to the north in the head, and then duck behind the wall for cover.

35808
Inventory: Snazzy blue shirt,belt pouch(storage),Magical bracelet
There's something...off here. You might want to add some pants...

Anyways, let's wait for two or three more before we start and waitlist some folks.

35809
Creative Projects / Re: Astronautics: A 2D Space Sim
« on: February 09, 2013, 09:09:45 am »
22 things. Add 50% for unexpected additions due to intersections and ramblings, and make it a day for each. That's just over a month. Double the time to account for not working on it every day, unexpected problems, and real-life issues...this will probably be demo-ready by mid-April or so.

35810
DF Suggestions / Re: Fortress mode Slavery
« on: February 09, 2013, 09:07:55 am »
hmm there is a lot of weird arguing in this thread. i think slavery is a really cool suggestion and im suprised it is meet with so much negativity...
Gee, something that goes against real-world AND in-game ethics, as well as not offering any kind of real in-game difference at this point? Who woulda guessed?

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GreatWyrmGold: you treat the fact that dwarves have ethics against slavery as some final argument against this suggestion. why?
suggestions are peoples views on how to improve or change the game. so change the ethics tags?
It's not a "final" argument against the suggestion, it's an argument against the idea at this time. There's simply no way you would ever see a slave working in DF right now, even if it was implemented. Wait until you can play/interact with slaves without modding, then it makes sense.
And you might as well defend your position by suggesting Toady make dwarves made out of living rock. This is Toady's idea of dwarves and their ethics, he's not changing it just so we can have slaves.

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Kohaku is the one with the most legitimate critic of this suggestion. how does a slave differ from a regular dwarf, gameplay wise?
but you are all not very creative when thinking about this. i can think of a number of easy ways that would make the slave different, and that doesnt require a whole new social structure aspect of the fortress.

its easier to do this if we first define what we want from the new slave feature;
1. slaves should do worse jobs than other dwarfs.
2. slaves should have worse living condítions than other dwarfs.
3. slaves should be able to revolt.
1,3. Why would we want slaves, then?
2. We don't need to give dwarves any living conditions. Doing so has less dire consequences that risking revolt.

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2 is easier. how do we make them have worse living conditions than the already poorly treated dwarves? we make them accept even worse living conditions. so they can sleep on the floor anywhere in the fort, not wear clothes, eat maybe a third the amount of a regular dwarf, and drink only water. all this without a unhappy thought. beacuse if we make it easy for the player to treat them poorly, most people will.
Dwarves do most of this, and eating a third of what dwarves do A. won't help, given the ease of obtaining food right now, and B. would make a horrible negative impact on the slaves' ability to work.

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soooo.... yeah. i think the slave suggestion would be really cool, and it would fit with the feel of the rest of the game really well.
Why would it fit?

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In case you've missed every time I mentioned it:
I AM NOT AGAINST SLAVERY, PERIOD. IT SIMPLY WOULDN'T WORK OR MAKE SENSE RIGHT NOW.
Thank you.

35811
DF Suggestions / Re: Working through Medieval stasis
« on: February 09, 2013, 08:57:19 am »
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Then explain Cacame
He existed before the current Elves, Threetoe's stories do not hold absolute dominion on the game (hense the parts where it deviates), a
Cacame isn't a ThreeToe story, he's an actual elf which was the king of an actual dwarven kingdom in someone's actual Dwarf Fortress game.

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I'd rather have newer items be of better quality than decrease the quality of older ones. (Aside from degredation from rust and such, of course.)

35812
DF Suggestions / Re: Alternative (RAW-defined) Reproduction
« on: February 09, 2013, 08:48:23 am »
Technically, a gastropod does not crawl on it's "stomach". That is an internal organ, and never comes into contact with the outside environment. (Except for things like starfish, with an everting stomach... but they aren't gastropods either. IIRC, those are echinoderms...)

A flesh ball is "gastropoid", because it does crawl (sortof... if spasms of muscle contraction can be considered crawling.) On it's "stomach"-- eg, what settles for its abdomen. (Main body part.)

Its organ for locomotion is also its abdomen. Hence, "stomach foot", ergo, descriptive adjective "gastropoid", "like something with a foot-like stomach".
You could make the same argument for a snake or an annelid.
There's already words for that, like "crawling" or "vermiform," although the latter doesn't apply so much to flesh balls. You don't have to make up new ones.

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Much like "echinoderm" means "spiny skin".  The adjective "echinodermic" means "it has spiny skin", not "its a kind of starfish."  :D
...Yeah, stop making up words. You're just going to confuse people more familiar with biology who will then question why you didn't say "spiky" or something.

35813
DF Suggestions / Re: Enemy Morale
« on: February 09, 2013, 08:46:30 am »
Anyway, right now they appear to have a "break point", but they also tend to have a "I'll stand around here, near my caged leader...  but I can't do much about the leader being caged, so I won't" element to their behaviour.
The leader's not dead.

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It'd be quite interesting to have them visually assess the opponents and react accordingly.  (Would this apply to one's own dwarfs, also?  "Haha!  I shall go up to them and spike them with my spear, that I just picked up!  Oh, wait, those crossbowgoblins look a little 1337 to me...  Maybe not.  Not by myself, certainly...  I'll just.. erm.... go for something to eat.  That's it, eat.  Armies and stomachs, after all...!")
That would be amusing.

35814
DF Gameplay Questions / Re: What to do with all the stone
« on: February 09, 2013, 08:44:21 am »
Mechanisms, Mugs, and Megaprojects: The Three M's of Spare Stone. (Not to be confused with Murder, Military, and Megaprojects, the Three M's of Migrants.)

35815
DF Gameplay Questions / Re: What to do with all the migrants
« on: February 09, 2013, 08:42:30 am »
Let's answer these questions one by one.

I suppose this was brought up before, but I found no satisfactory answers to this question. With the last version, one can easily get around 100 dwarves within first 2 years and they keep coming. It's always the same - I create somewhat working outpost that can sustain it's dwarves and all of a sudden, number of my dwarves double... so I create additional rooms, my fortress has to expand almost twice in order to facilitate all those newcomers and all of a sudden, another wave which almost doubles my population!
I haven't gotten quite that high a population, but my playstyle tends to discourage and/or kill migrants.

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So my question to you would be - what should I do? How do I deal with those little bearded leeches that raid your food supply, socialize around and have less than desirable skill sets (well, not always).
Murder, Military, or Megaprojects: The Three M's of Migrants. (Not to be confused with Mechanisms, Mugs, and Megaprojects, the Three M's of Spare Stone.)
I typically go with "Military." It can also accomplish "Murder," but productively.

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I heard there was thing called population cap, how do I set it?
It's in data/init.

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Can I reduce the number of migrants, somehow? I heard the wealth somehow affects it... number of things you sell to the caravan, perhaps?
No, the value of what you make. Don't start engraving or metalworking en masse until you have enough space to put your dwarves.

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If I make fort near pole - in forbidding wilderness on an evil glacier, will that reduce dwarves desire to visit me?
No. It might reduce the number who make it to the fortress entrance, depending on the type of evil we're talking.

35816
Forum Games and Roleplaying / Re: Lordship: A Suggestion Game
« on: February 09, 2013, 08:37:50 am »
Praise the men. praise them hard. 'cause we effectively curbstomped the ennemy there.
Also speaking with the others commander (except the count), to get acquainted with the two new ones and get Denton and Percival's feelings on what happened and what's going to happen.
+1 to both

35817
Roll To Dodge / Finimicon: A Magical Arena. Turn 11 (Successes?)
« on: February 09, 2013, 08:37:10 am »
So why didnt you put this in roll to dodge?
Why indeed.

I started a game called Infinimicon: A Game of Magic Unknown, which hasn't been getting much traffic recently. In part to run a similar game with hopefully more traffic, and in part to GM a fun game, I started this.

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Spoiler: THE FINITE ARENA (click to show/hide)

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Characters
Spoiler: Who Are You? (click to show/hide)
Spoiler: Character Creation (click to show/hide)
Spoiler: Character List (click to show/hide)
Spoiler: Waitlist (click to show/hide)

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Rules
Spoiler: General (click to show/hide)
Spoiler: Spellcasting (click to show/hide)
Spoiler: Combat (click to show/hide)
Spoiler: Killing (click to show/hide)

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Magical Notes
Spoiler: The Words (click to show/hide)
Spoiler: Magical Artifacts (click to show/hide)

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May the odds be ever in your favor, and try not to wreck the arena too much. It doesn't like that happening to its ███████.

35818
Roll To Dodge / Re: The Art of Minimalism VII: Running Mob
« on: February 09, 2013, 08:12:33 am »
Try to build a new vehicle from the scraps of the almondmobile, and any nearby wildlife.
[1] You decide to eat a few almonds, before remembering that wild almonds are extremely toxic. Respawn?

Oatmeal ... No oatmeal left ... Can't control it any longer ...

RAAAAAAGH!

Destroy everything within a 50-mile radius, yelling, 'BEETUS MAD! BEETUS SMASH!'

((And now Firey has activated my diabeetus.))
(I'm almost certain that's not how diabetes works.)
[6] You start by smashing this hole you're in! It collapses. Respawn?

Find out why the something is familiar.
You finish approaching it.
It's a field, with a crater in it. There is a hole leading to the bedrock nearby, [4] and a shack of metal.

continue heading towards object
One turn left. It looks familiar.

Familiar? Suspicious?
Continue to the two turn mark.
You do.

((Familiar? Oh hell I bet we walked so much we walked around the world and back where we started -_-))

Get back up, start sprinting toward the city thingy to make up for lost time
[1] You break a leg. Four turns away...eight at your current rate of speed.

Respawn, eat Misko's deer
Respawn, eat Misko's deer
Save me some will you?
[4v6+1] He makes you share some.

Ride towards settlement.
You make it to the settlement.
...It looked bigger from farther away.

Tear the Fabric of universe with Pure Insanity,Don't ask why
He said we can't do that anymore. I disagree, but that takes time. So either help me build a aworld destroying device, or find a new pasttime.
Fine But Darling,Why did Add those rules this is RTD,As we darling that is normal in type of games
Because I want this one to last a month.

35819
Creative Projects / Re: Doomed Bay12 City-builder game.
« on: February 09, 2013, 08:02:42 am »
If you do go with the splines idea, be sure to reticulate them. I have no idea what that means[1], but it sounds important.

Anyways, the biggest obstacle I see in your path is competing with DF. Be sure you offer a game experience different from it, but comparable in quality.

35820
Creative Projects / Re: Roguelike Conquest/Civ game - Cities
« on: February 09, 2013, 07:56:43 am »
About the display thing: Maybe have the city's symbol thingy be the same color as the biome it's on, and have the background of each tile show its ownership.

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