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Messages - GreatWyrmGold

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39886
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 26, 2012, 01:37:05 pm »
We don't need to baby them. Let them go into the cave, they can handle themselves.
Sending Jimma with them isn't "babying" them. It's taking a reasonable precaution. The caverns are slightly dangerous...

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My personal vote for what to do with the Left Stone gift: Pass it on to our son with instructions that he is to use it to impregnate whichever consort of his that he bestows his First Gift upon. This will give the first female troll Hypnotic Gaze, Tattoos, Teleportation Tumours, Camouflaged Body, Springy Legs, Divine Blessing AND possibly another talent that our son passes on himself.
Nice idea, but I don't think gifts work like that...
Besides, Alice deserves a special daughter.

39887
Roll To Dodge / Re: Roll To Wasteland
« on: December 26, 2012, 01:33:28 pm »
Name: Orogim Gravetalon
Gender: Male
Race: Drake/Mechanical
Age: 238
Spoiler: Description (click to show/hide)
Weapon: Claws, Tail, Fangs, Magic
Clothing: Sweatpants; he would wear a shirt if it wasn't for the wings.
Special Features: Orogim was cursed from a young age. He has demons bound to his very soul. On one hand, this grants him magical powers. On the other hand, it means that he will be shunned by most religious people; he has no chance of going anywhere but the Abyss when he dies; and the demons' presence mean that most inorganic matter near him for a while becomes corrupted in various ways. This is a major reason that he has his crude limbs--he doesn't have enough money to buy enchanted or corrosion-resistant limbs, and needs to replace his limbs every couple months or so anyways.
Goals: To purge the demons from his soul and go to a better place when he dies. Not to die before then.

39888
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 26, 2012, 01:07:24 pm »
We've got a highly esteemed guest approaching. Imagine preparing for a party, only the guest is really important and you have no experience with preparing a house.
Other than that, I agree with you.

39889
DF Suggestions / Re: fortress event recording
« on: December 26, 2012, 01:01:01 pm »
This would be nice. It's been suggested before, though.

But yes, having a way to designate a wall to be engraved with relevant events rather than squares, random animals, and goblins making journeys three miles down the road.

39890
There's also a problem with your suggestion to "spend points" on your civilization to make them more warlike or whatever. In addition to being the kind of game element we often try to avoid, there's an issue in that the civs are all generated with the world. Yes, they should vary, but if you want a warlike civ you should find one rather than reshaping a preexisting civ into a warlike one.

39891
DF Suggestions / Re: Blah blah blah magic: Obey Krampus
« on: December 26, 2012, 12:55:05 pm »
If I was in charge of magic design for DF, the source would be "all of the above."
Some dwarves are like D&D clerics. Others channel Nature's Wrath or their own energy. Some would simply use the magic found in certain items or substances.

39892
DF Suggestions / Re: A proposal: remove fortress time
« on: December 26, 2012, 12:53:10 pm »
Quote from: GWG
Explain a difference between a flood and a cistern filling.
As I said, optional and the definition depends on the required fluids rewrite.
"Optional?" And no, there isn't any technical difference between filling a cistern and a flood.
Yes, optional, as in not essential for the suggestion and just a possible beneficial extension. It gives the option.
It gives who what option?

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But they require combat, which would have to be done in non-crisis mode...
As I said, it's more or less "when dwarves panic". They don't panic for tantrums.
You're not responding to the point I said that for. I was pointing out that you would need non-Crisis-Mode combat for myriad situations.
I'm happy to address each of them. Shoot.
That statement was aimed at the point that some combat would need to be done without the player knowing. This means that combat would need to be possible in the "normal" time scale.

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Again, we meet the issue of dangerous creatures being ignored until it's too late.
As I said, it's up to the player to decide whether to apply that mark or zone. Caveat emptor.
Problem is, precisely zero creatures can be trusted to not figure out a way into your fortress if they're capable of frightening dwarves. If the dwarves don't panic, the combat reports are the player's first sign that something's wrong...
Feel free to kill off everything that moves on your map to be on the safe side instead.
...
You can't be serious.

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On the other hand, it also makes corrective methods (like putting up walls between groups and the like) effectively impossible.
Well, ask the police what they can do keep opposing groups of hooligans out of each other's hair: building a wall between them is not an option. It's a good thing that such gamey solutions become impossible.
What solutions become possible, then?
If your dwarves are already tantruming, it's too late already for a solution, just the cleanup is left... But we do need a "capture/restrain" combat option for soldiers.
"If your dwarves are already tantruming..." Wrong. It's entirely possible to stop a tantrum spiral without killing every unhappy dwarf, and it should be,
The capture/restrain option is a good idea, but not relevant.

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Anyways, it's more "keep angry people from ruining others' days" than dealing with hooligans. Walls make sense for that, and have been used to keep the happy happy before. The House of the Spirits has a good example that comes to mind instantly--the people pleased with the current administration were shielded from the others by a big wall to keep them safe from the less-happy masses. Replace the governmental issues with the things that make dwarves tantrum, and you have a DF situation.
Sure, but it's more of a long-term prevention measure.
Not so much. Those walls were erected as quickly as they could be to deal with the problems in the city.

39893
DF Suggestions / Re: Procedurally Generated Faeries, and Holiday Cheer!
« on: December 26, 2012, 12:46:48 pm »
This sounded like an average suggestion, if a bit...economical with the details. Then this.

But yeah you can essentially kill Santa Claus.

Are you serious?
If so, bear in mind that there's a lot more to fairies than cheer, toys, and Tinkerbell...some fairies are downright immoral from our point of view. No reason to leave that out.

39894
That's why I was suggesting a skill gain limit tied to weapon material.  So a wooden weapon hitting you can only train you to, say, competent, and hitting something with a wooden weapon has a similar limit for the weapon skill. 

This means for a danger room to be any good at training dwarves, it has to be made with actual dangerous weapons.  This also means you can't beat up on a defenseless goblin for days with a wooden stick and expect to be a legendary swordsdwarf.  While training is the purpose of a training weapon, you can't expect someone to be a master of using a real weapon when they've only handled a blunted wooden version of it.  They can get the basic techniques down, but it's not the same as using a real weapon.
There are some problems.
One, an elf hitting you with a (wooden) sword should train you more than a danger room, yet as much as a goblin with a copper weapon. The training is from avoiding blows, not how much the blows could hurt.
Two, the reason danger rooms "shouldn't" train dwarves to Legendary Warriors isn't the wood, it's the repetitive mechanicalness, which isn't much like an actual combat situation.
Three, you didn't actually address my concerns with that.

The thread's title: "Limit experience gaining to nerf training installations" is proposing a wrong solution to the wrong problem.
The problem is not that dorfs are gaining experience to quickly (although this is debatable in the case of mining and fast, repetitive tasks like smoothing walls or making crafts), the problem is that people are able to use the danger-room exploits.

Danger-rooms break the training mechanism, because they (ironically) aren't dangerous to the user.
And although i agree it needs to be fixed, i cannot imagine how.
The only way to make danger rooms not work is to not give dwarves XP from getting hit by traps (and they should get SOME), or by making active upright spears not hurt dwarves (worse).

39895
Roll To Dodge / Re: Roll To Wasteland
« on: December 26, 2012, 12:12:39 pm »
I'll post a character once I understand the setting better.
Fantasy? Sci-fi? Etc? What races are available? Where could we be born? Etc?

39896
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 26, 2012, 12:10:40 pm »
Alice specifically stated she wanted to wait to have a child until she watched the other consorts try raising one. I think we should wait at least until Jimma has her child, and probably until said child is a few months or even a year old.

39897
inb4 more such beasts are discovered, and tear you apart.

39898
Roll To Dodge / Re: Demon Hunters
« on: December 26, 2012, 11:57:08 am »
"Here's a question: What do we know about the demon?"

39899
It means it's breaking out of the cocoon this turn. It can still have an action.

39900
Okay, thanks.

Do we need to be in the pool to change form?
If we, say, turn into a Double Bean (-5 resources), then back into a Bean, would the five resources be returned to the pool?

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