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Messages - GreatWyrmGold

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37621
Fun is more important here, and smarter ogres are funner. Secondly, realism does not need to be lost for fun. So long as we take that there are magical laws working in conjunction with the real ones, which Toady can shape however he sees fit, it neither breaks the spirit of fantasy or realism, and the aim is to blend both.
Exactly ^^
If we want Semimegabeast quality monsters that work together we can add them.

We don't need to alter creatures to make them tougher.
There is NO reason for semimegabeasts not to work together, though. And many reasons for them to do so.
Actually there is little reason for a Semimegabeast to work together according to how they are set up. They would want as little competition as possible and thus would chase away members of their own species.
Prove it. You can't. There is currently no interaction between semi/megabeasts, because the game hasn't progressed to that point yet.

Quote
This is because of their diet and metabolism.
Thus there is a biological instinct to be independent and to fight for independence within the semimegabeasts or a lack of instinct to work together, comming together only to mate and then part ways (if they reproduce at all).
These are fundemental aspects of their biology, not something you can simply write around because "Hey logically if a whole group of semimegabeasts fought together, they would be able to beat people up better" since that would be like saying "hey if Foxes were pack animals instead of pair and solitary they would be able to take down hunting dogs".
Oh? Big omnivores can't get along with each other? Funny thing, that's malarkey. Bigger animals with more limited diets work together IRL (Extreme example: Blue whales), and they aren't smart enough to practice the food production that allows humans' levels of population density. And blue whales lack the kinds of motivations for defense against adventurers that semi/megabeasts do. And that's not getting into tribute...

37622
The biggest problem with this kind of idea is Dwarf Fortress's openness. Have you ever GM'd a game and the players solved the problems "too fast"? Imagine that, but with a creativity-deprived GM. It would go down in flames too easily, or be extraordinarily complicated. (Quests aren't epic if you decide the warlord is enough of a threat to burn down the entire town they're in, or if you build a wall across the door to his fortress and wait for starvation. And I would be amazed if a computer program was flexible enough to deal with anything any Bay12er could throw at it.)

37623
DF Suggestions / Re: would love to see an android port
« on: January 16, 2013, 08:29:13 pm »
I can't see anything short of a virtual keyboard being used for this kind of idea. That reduces available screen space, and since you need to press the spacebar to pause, it would need to be open...pretty much all the time.

Oh, and:
I don't know about that... many modern android devices with tegra based gpus have graphical performance on par with a lower end PC graphics chipset...
Some problems. One: Graphics are NOT the problem. If you can co-opt the graphics into pathfinding, great, but I doubt it. Two: DF makes low-performance computers cry. My netbook struggles with more than a simple, fairly small fortress (well, 60-70 FPS at best, but that's almost ideal circumstances); imagine something not quite as powerful as that. And most Android devices aren't the best. Yeah...DF won't be playable on phones for a long time.

37624
DF Suggestions / Re: Donation rewards
« on: January 16, 2013, 08:25:04 pm »
Hate to point this out but just about every name in this game is "fantasy", so would conflict with "futuristic" mods anyway.
Hate to point this out, but all of those are moddable. Just fiddle with language raws.

Ahem.

While this sounds like a good idea to some, I can't say that I think it would be anything but a new way for some players to fulfill their ego. I could easily see a couple hundred people donating to get their names in this masterpiece.
However, if this did happen, it would probably make sense to include it as a "shape" or something. That way, it can be removed and easily modified. If anyone asks, I could try making a mockup.

37625
DF Suggestions / Re: Dwarf Children can do basic Hauling jobs
« on: January 16, 2013, 08:22:39 pm »
Again, I'm pretty sure children do haul.
I'm pretty sure that the only reason kids don't do other work is that they can't have the labors activated. Oh, and they're lazy.
What have you seen dwarven children haul?
The only times I have seen a child haul an object would be to move an owned item to their room or to return a booze back back to a booze stockpile after drinking from it.
Yup. Not often, but for some reason I don't get a lot of kids. (Also, I haven't been playing so much recently.)

37626
DF Suggestions / Re: Visiting Patients
« on: January 16, 2013, 08:19:47 pm »
Heh if done right, the noble method of interaction applied to injured dwarves could lead to even more mayhem.
Urist McBadass fights of an entire goblin invasion by himself, but suffers critical wounds.  He survives long enough to make it to the hospital, and his relative come and visit him.  At which point Urist sees his third cousin second removed, Urist McCheesemaker who he has a grudge against.  They speak, the conversation goes bad, and McBadass uses all of his remaining strength to kill McCheesemaker with a single blow to the head.
Sounds very dwarven.
And, unlike most things this argument gets used for, actually sounds like something real people would do!

37627
DF Suggestions / Re: Coincidence Significance Arch / Naming Math
« on: January 16, 2013, 08:18:43 pm »
The biggest problem is teaching the AI to know what makes sense. About the best I would hope for is being able to tell DF what symbols* are best-applicable to what kinds of names.

*Categories of words. Beauty, Nature, etc.

37628
DF Suggestions / Re: Hippos, the ultimate War Animal
« on: January 16, 2013, 08:15:13 pm »
I want my dwarves to ride giant rats.
Boars for me.
Spoiler (click to show/hide)
Giant badgers for me. Dwarves and badgers have a lot in common.

37629
Fun is more important here, and smarter ogres are funner. Secondly, realism does not need to be lost for fun. So long as we take that there are magical laws working in conjunction with the real ones, which Toady can shape however he sees fit, it neither breaks the spirit of fantasy or realism, and the aim is to blend both.
Exactly ^^
If we want Semimegabeast quality monsters that work together we can add them.

We don't need to alter creatures to make them tougher.
There is NO reason for semimegabeasts not to work together, though. And many reasons for them to do so.

37630
DF Suggestions / Re: Magic/Enchanted Wood
« on: January 16, 2013, 08:12:57 pm »
But it does deserve more. No suggestion should be forbidden from being expanded in a perfectly logical way.
Original: "Let's make elves give out a kind of wood that they can identify, so we can trade it back to them."
You: "MAGIC WOOD OMG MAGIC LET'S GET INTO WHAT MAGIC IS AND WHY IT IS ALSO TECHNOLOGY"
That's a fair amount of strawmanning. The technology thing was an analogy. And I wasn't the one who brought up how the magic works.

Quote
No, you just really like talking about certain topics and that's why we're talking about goddamn magic as an entire expansive system for the hundredth time instead of talking about the actual suggestion. This is not the "perfectly logical magic" thread, this is the thread for elves giving out some kind of wood they can identify. It is not trying to explain why or how it is identifiable or what the racial elven belief is on magic. It doesn't even magic the magical magic. Nor magic it magic magic or magic. Magic.
I'm sorry, silly me thinking that a thread entitled "Magic/Enchanted Wood" might cover wood that was enchanted to be better as a weapon or something.

37631
Roll To Dodge / Re: Roll to Raptor: Turn 30
« on: January 16, 2013, 08:10:31 pm »
((Sure was.))

37632
Creative Projects / Re: Pieces of Wisdom
« on: January 16, 2013, 08:07:24 pm »
Our own, or ones we've heard?

37633
Creative Projects / Re: A Creative Programming Project: Merchants Quest
« on: January 16, 2013, 08:06:20 pm »
Always the best way to do it, IMHO. That way, you can catch the little issues that wouldn't be caught until release otherwise. (Playing your own game renders you vulnerable to bugs and such which happen when people push your system to the limit.)

37634
General Discussion / Re: Nitpicks that Ruined Movies
« on: January 16, 2013, 08:03:21 pm »
True, but it's a boring thing to talk about. Can you talk for 5 pages about a shaky camera? I doubt even Bay12 could. (We might be able to talk for 5 pages about how long we can talk about shaky cameras, though.)

37635
General Discussion / Re: Words you learned today thread
« on: January 16, 2013, 08:01:59 pm »
Not today, but Charles Dickens taught me a new word through the mouth of Bitzer. (Not a trivial task, I might add.)

"Graminivorous."

It increases such categories as "total vocabulary," "diets," and "words Chrome doesn't think exist" by one apiece.

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