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Messages - GreatWyrmGold

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36316
DF Suggestions / Re: Working through Medieval stasis
« on: February 02, 2013, 04:17:05 pm »
I would expect immortal races to be pretty useless for innovation, but culturally inclined to megaprojects and the skills commonly employed in megaconstructions.  Immortal races don't live under the constant threat of impending doom.  They lack that essential impetus to find ways to do things better and faster, and have more to lose from taking reckless risks trying to find a better way.  On the other hand, they're likely to still be around to appreciate and reap the benefits of an undertaking that requires decades or centuries to complete.  They're also probably more likely to do things by tradition, the way they've always been done, because they have the memories, not just vague stories distorted by multiple generations of retelling.
People who know they're dead in 40 years no matter how safe they play it, and have only the faintest idea of how things were even 200 years ago, are the ones more likely to be trying new methods and finding new solutions.
If they can. Shorter lives means less time to do the innovations in. A race with maturity at age 6 and death by age 40 would have about 34 years, max, to innovate in; one with maturity at 30 and death by 200 would have 170. Those are 170 years of the best minds working, with five times the chance of any given pair of great minds living at the same time.

36317
DF Suggestions / Re: Radioactive dust and cancer\
« on: February 02, 2013, 04:14:25 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.

36318
DF Suggestions / Re: Wood burning skill and charcoal quality
« on: February 02, 2013, 04:11:43 pm »
Suggestions
1. Charcoal qualities. This not only lead to different price tags or affect the mood of a metalsmith using it, but can also have different levels of energy output.
Any basis in reality?

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2. Higher wood burning skill should result in higher yield of charcoals (or ashes) per wood, instead of faster burning time per wood.
Well, a master burner should be so used to the system that he doesn't waste as much time as someone who's just starting to learn. I certainly don't think that faster burning time should be eliminated.

36319
So it's golems, just with more steampunk fluff ?
Steampunk typically requires...y'know...steam. Or at least stuff moving by something other than magic.
But essentially, yes. Of course, in fiction, the only major difference between a robot, a golem, and an
artificial (demi)human is where and when they're "allowed" to show up.

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I fail to see the interest in this. Why just not make a puppet with movable parts and then make these move with telekinetic magic?
Funnily enough, that's precisely the suggestion.

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We already have a bronze colossus who magically moves without even being made of different parts.
Yes, dwarves know about gears and with magic it could be doable. But it seems improbably complex when golems already exist in the world, and are far simpler than that.
I'm all for my dwarves building golems, but let's just go with the original Jewish golem myth and be done with it. aka: craft statue out of some material, add  magical item on it, instant golem.
Have you contemplated the possibility that golem-making secrets might not be known to dwarves, if extant? Or that moving something designed to move might be easier/simpler than bending a solid metal statue?

Df is set in a science+ universe. Science + magic, specifically. We shouldn't try to integrate the magic into the science somehow, as I doubt it'll just lead to strange and nonsensical handwaves.
Just make sure that science is scientific and magic A is magic A.
Often, yes, but we should at least be able to figure out what magic does. How does the golem move? We now know a bit more about how the golem should behave in odd circumstances. (Which DF players will inevitably put it in.)

Feet of Clay Golems are dwarfier, emphasis on clay (or rather cogs), inscribing what you wish them to do, and the possibility to go utterly insane from such if fucked up. Also, intelligent.
Just a note, those are standard golems, based on the original jewish myth.
They also exist elsewhere in the Discworld.

36320
DF Suggestions / Re: Fortress mode Slavery
« on: February 02, 2013, 04:02:51 pm »
guards would drink even without slaves.  gives military something to do when not training.
Slaves need to drink something, too. And eat. Frankly, they're just not efficient if you're not paying your workers.

36321
You asked me why do rotting things should cause evil fog. I think it'll be just !FUN!. Some king of enemy inside the fortress. May be there sould be some weak fogs, not so lethal. Or the power of it can depend on region(more powerful fogs in terrifying regions). And yes, big battlefields with lots of blood and corpse can cause fogs too. Just to make dwarven life more difficult.
Yeah...no. Just no. There's neither realistic nor logical basis for this. There is no reason to make dwarven life impossibly harder just because we can. You know all those dwarves in your fort who have ever had a "disgusted by miasma" thought? Replace that with a "delighted to become a horrible abomination who destroyed the fort" or a "sad to have died from a deadly fog" thought.

36322
DF Suggestions / Re: Armor and combat skill suggestions
« on: February 02, 2013, 03:55:50 pm »
I like the second one, though I think it's now kind o addressed by having the Fighter skill.
Not so much; a macedwarf without training in hammers or swords would fight as well with a maul as a short sword.

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The first one i don't like. Changing the "being hit while in armor" training method to "being in armor" makes no sense for me. Without the rehaul and polish of how experience is gained in general, this I think would be exchanging one bad system for another.
The "Armor User" skill affects only how much armor slows you down. Being used to armor's weight would be the most important training for this skill.

You can base the armor skill off of weight, and if the armor is of insufficient weight, it doesn't train armor user.  Hence, light bone armor or leather that isn't sufficiently thick enough to really impair a dwarf won't train the skill.
(Or cotton candy, of course.)

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Beyond that, if we get to the point where donning and doffing clothing could be routine and trustworthy, having military dwarves take off their armor to eat and sleep or when they are off-duty makes perfect sense, as well, since we, as players, aren't going to be bored or have to overly-micromanage that.  (Although it will lead to the expected problems of an off-duty hammerlord with her hammer and platemail on the other end of the fort.)
We already have problems like that; we wouldn't lose anything.

36323
DF Suggestions / Re: Radioactive dust and cancer
« on: February 02, 2013, 03:51:53 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.

36324
DF Suggestions / Re: Working through Medieval stasis
« on: February 02, 2013, 08:23:24 am »
I believe that the "Limit of 1400's" is a limit of what we had in the 1400's, not a limit of what we could have had in the 1400's if we were dwarves or whatever. (Sociology is complex. The bit we're worried about here answers such questions as, Why did Australian Abigorigenies [which I know I misspelled, to the point that Spellcheck has no idea what I wanted to say] remain in the Stone Age despite abundant metal deposits? and Why did Europeans conquer America rather than the other way around? Needless to say, the differences between DF worlds are going to matter a LOT more than the differences between races.)

However, I do agree with the idea in general, with the caveat that technological development has been suggested in various forms in the past.

36325
DF Suggestions / Re: Hiding in furniture
« on: February 02, 2013, 08:22:00 am »
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Magic non-euclidean containers and apparent klein bottles have been breaking suspension of disbelief for a while in games, now
Games have never really reached a balance either having your character able to carry a fantastic amount of objects or almost none.
Among other things they've never balanced.

36326
That's not even getting into the weirdness of gastropods like mollusks and pals.
gastropods like mollusks and pals.
implication that mollusks are a subclade of gastropods
...
That's just wrong. It's the other way around.

I've concluded that dramatizing asexual reproduction is difficult.
Then why try?

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This is a good, probably-planned suggestion that I imagine has been suggested somewhere before, but kudos to Glitch for failing to find something searching before posting.

36327
DF Suggestions / Re: Reattaching limbs
« on: February 02, 2013, 08:15:04 am »
A couple of reasons why I'm against this:

1. It's bad for gameplay.
A defining aspect of DF has always been how unforgiving it is. Flooded your dining hall? You probably lost a lot of good dwarves, and there's likely not an easy fix. Your favorite dwarves are dead? No bringing them back. Your adventurer took on a titan before he had a helm? No respawning, sorry, but you could pick up his corpse with your next guy. If you could mitigate such a major injury without notable cost, it would harm the "feel" of DF.

2. It's impossible.
This isn't exactly simple in the 21st century. How would 15th-century, tops, medical tech do this?

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Regenerating creatures could, of course, but regeneration in the sense we think of it doesn't exist in DF at this time.

36328
DF Suggestions / Re: A totally minor suggestion
« on: February 02, 2013, 08:11:14 am »
I would suggest you rename your thread title to actually reflect its contents.  (I.E. "Diving Vermin Hunter Birds" or "Bird Tokens") Names like these that are generic are unhelpful to people looking at the forum, especially if a topic keeps coming up, and they have to remember if they've read "a minor suggestion" or if it was "another minor suggestion" they already read. 
Agreed. This really bugs me.

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As for carrier pigeons, you might want to search about the information diffusion threads that have taken place, and what Toady has said about such things.  (I.E. adventurers reporting that they killed something to any random peasant being instantly known by everyone in the whole kingdom.) Those are things that will be worked on, eventually, but I don't think carrier pigeon networks are necessarily how it will be done.  Inserting talk of how it could be done into such a suggestion on that topic would be a good idea.
Which isn't to say that networks of carrier pigeons or cave swallows or something won't be possible, of course. They might not be standard, but probably will be possible.

36329
DF Suggestions / Re: Use enemies as projectiles
« on: February 02, 2013, 08:09:27 am »
Maybe you could have parachutes?
Not successful ones, no. Maybe an implementation of Leonardo da Vinci's ideas, but I don't think so.

Planed and suggested.

36330
Roll To Dodge / Re: Roll to Colonize [OOC Thread]
« on: February 02, 2013, 08:03:45 am »
I want a money tree...
A money tree which has been going for long enough soon stops being a money tree, because no one values its output. Simple economics.

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And here I thought I had finished this post and waitlisted.

Name: Thomas Indigo Morris
Age: ~30
M
Specializes In: Genetics
Background: Tom was raised in a pretty high-tech, high-class environment, but only ever took to the former. His family disowned him when he chose to join this colonizing expedition, but he doesn't mind. Thomas Morris likes discovering, investigating, and creating creatures.

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