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Messages - GreatWyrmGold

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35986
DF Suggestions / Re: Alternative Reproduction
« on: February 06, 2013, 08:18:36 pm »
But they don't have a nervous system, and may well just be a biochemically motivated ball of passively nutrient absorbing and releasing tissue.  Sorta like heart muscle culture in a petri dish, just grown really large.
Heart muscles will beat without any nervous tissue involvement, and will synchronize activity with each other using ion concentrations alone.
That fleshball specifically has tags asserting that it indeed has no nervous tissue of any sort, this seems the more appropriate biological metaphor.
Hearts aren't organisms, and they DO have nerves, but I suppose. Doesn't help paraphylogenists any, though.

Quote
Also, learn to seperate jargon from informal use.  I used "gastropod" as an adjective, Not as a noun. "Gastropod" as a noun has a very specific use. "Gastropod" as an adjectie relates to body plan, as an abstract high level concept. They are not the same, and the use was not the same. Calm down francis, and enjoy the game. :D
I have never seen "gastropod" used as anything but the name of the clade which contains snails, slugs, sea butterflies, etc.

I didn't say it would be perfect, just that it would be sufficient to allow them to exist in the game, and be produced after worldgen. Eg, you have bamboo on your embark, and the little tykes appear out of nowhere. ;D

The generic tag identifier system would also allow complex lifecycles, like medusae, and completely fantastical ones, like 3-breeders species. (Even ones that need a different species host, with a little tweaking.)
Ideally with multiple methods of reproduction allowed per creature.

35987
DF Suggestions / Re: Coming of Age traditions
« on: February 06, 2013, 08:14:42 pm »
Quote
For example, in one civilization, each child is forced to become an adventurer and slay a villain before coming back home. The effect of that is only a few adventurer made it back to become adults and people tend to produce lot of children against adventure death. As a result, the civilization is full of mighty warriors but is vastly outnumbered by any other civilizations.
What kind of place has so many "villains" for this to be applicable to most of even just the male population?
Dwarves. I get way more than one monster invading my fort for every dwarf child that reaches the age of 13.
Your fortresses are fairly small settlements, and let's face it, they probably have a pretty high child mortality rate. In addition, I can't imagine that most settlements get hit with attacks as often as player fortresses do. Anyways, there's a difference between "villain" and "random big critter."

Ohh you silly people
Don't you know that REAL coming of age traditions are actually brutal and torturous?
No joke. In fact outright torture can be a coming of age tradition.
Did they typically have enough torture to go around?

35988
DF Suggestions / Re: Small thing about burial
« on: February 06, 2013, 08:12:43 pm »
Can coffins even be assigned to deceased dwarves as of now?

35989
DF Suggestions / Re: Interspecies breeding
« on: February 06, 2013, 08:11:01 pm »
If you don't want to be able to breed magical creatures like griffons and chimeras and such naturally, simply make slightly-edited raws that create magical/blessed/something variations of said animals that are untamable. These creatures could even be modded to not appear at all in normal games but still exist, but that's not as interesting.
I'd rather there be tighter controls. Maybe magical hybrids can only be created from a few choice creatures in the raws, barring some rare worldgen events* or something.

*About as rare as divine curses, say.

35990
DF Suggestions / Re: Fortress mode Slavery
« on: February 06, 2013, 08:10:07 pm »
What kind of accidents are going to overcome a fortress-wide knee-jerk abhorrence?  Without just killing the fortress in an incredible tantrum spiral, I mean.
I meant multiple generations. It won't be denying slavery, it will start as changing the definition of people. Probably starting with animalmen, then moving up through goblins towards elves and maybe humans.
A good crisis and an organised leader can accomplish pretty much everything.
In theory. In practice...I doubt it'd move past animalmen and kobolds, maybe goblins, because you really can't overturn something so instinctual so severely so fast. Maybe in a couple thousand years, but I'd be surprised if something like an isolation event and a shift towards slavery happening in the thousand-odd years in normal worldgen, without being rejoined with the homeland.
Even in such a situation, slavery probably wouldn't develop. It takes a lot to change something like that, especially when there are other options--integrating the animalmen into the dwarvish society as full citizens or ignoring them completely, for instance. Even if it was possible to shift the preferences like that, what would happen to make them start to adopt slavery?
Bear in mind that societies isolated from other societies often stagnate, which further retards tendencies towards change.

35991
DF Suggestions / Re: Radioactive dust and cancer
« on: February 06, 2013, 08:01:34 pm »
Uranium ores and the like tend to contain only trace ammounts of radioactive material, it's why refining it is such a pain. Because of that you could safely breathe in pitchblende without really worrying.
Also, the radiation from uranium is greatly exaggerated.
In general, coal is more dangerous.
But you never see a movie where a terrible coal plant accident causes a horrible devastation, do you? Nope, everyone seems to think that nuclear plants get their energy by smacking live atomic warheads all day or something.
But I digress.
But how many excessively cute and unrealistic woodland creatures have choked on coal plant smoke ?
More than have died from nuclear plant incidents.
In fact, wildlife is flourishing around Chernobyl. Either there's no threat to wildlife there, or the occasional presence of humans is even more debilitating than whatever's there.
Plus the organisms that have adapted to the radiation.
Maybe a bit, but Chernobyl only went boom in what, 1987? That's about 25 years ago. A few generations isn't enough for deer or whatever do develop any notable amount of radiation resistance.
Besides, that would fall under "the occasional presence of humans is even more debilitating than whatever's there."
I was talking about some of the organisms found close to the reactor e.g. mold/bacteria.
I wasn't.
Yeah, for those that's a big deal. Bigger organisms are flourishing in Chernobyl from the lack of human contact, though. Evidently, no one wants to approach the site of a nuclear meltdown.

35992
By all means, I seem to have difficulty with magic.
Oh no, your spells are pretty good. They don't do useful things, but they're effective.
So they're effectively useless?
From a certain point of view.

((what is the number for average and for 0 mod))
An average person's Attribute us about 10-11, the same as for a +0 modifier.

35993
Creative Projects / Re: The Leaky D20, a Harry Potter screencap comic
« on: February 06, 2013, 07:55:26 pm »
D&D: Where one sentence literally fixes everything.
Which one?
"I'm sorry"?

35994
Creative Projects / Re: Making a 2D space sim, need help with a name.
« on: February 06, 2013, 07:37:22 pm »
Got the AI ship up and running and it is friggin' relentless. I'm going to have to dumb it down a little just so the player doesn't get pummeled.
Keep it for a Hard Mode. Don't just throw out awesome AI.

Entropy is heat dispersal, right?
No, it's a tendency for energy to become more and more disorganized.

35995
Creative Projects / Re: Roguelike Conquest/Civ game - Progress!
« on: February 06, 2013, 07:33:22 pm »
Currently pondering how the AI is going to work. I do have a question there for you guys: What kinds of things would you want out of an AI in a civ/conquest game?
A few levels. Start with the easy-mode AI, it should be easier. Higher AI levels could make more intelligent decisions and perhaps probably cheat more. Ideally, a fair amount of the difference between AI levels would be improving the AI's strategic thinking.

35996
That's a more amusing glitch.
May all your bugs be hilarious and easy to fix.

35997
Forum Games and Roleplaying / Re: Dark Magi: TTC, Chapter 1, Update 12.
« on: February 06, 2013, 07:26:38 pm »
You took books from teh library, lost them, found enough to counteract the -2 to a -1 for study rolls, chose to keep them and in the process caused another person to LOSE their study gains that turn.
Explain how you're right?
Explain how:
I give up.
is an indication that I still think I'm right?

35999
By all means, I seem to have difficulty with magic.
Oh no, your spells are pretty good. They don't do useful things, but they're effective.

36000
Roll To Dodge / Re: ROLL TO DODGE THE LAW IV: A New Xantalos
« on: February 06, 2013, 06:47:30 pm »
Note that Grillodons are Charcoal Grillodons! (Because dinosaur propane grills are just silly.)
...[/b]
...
(5) Yes they are.
[/quote]
Evidently not.

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