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Messages - GreatWyrmGold

Pages: 1 ... 2677 2678 [2679] 2680 2681 ... 3706
40171
Forum Games and Roleplaying / Re: You Are A Power Leech
« on: December 22, 2012, 08:19:02 pm »
I'll accept it if someone can explain where Lucy got all those powers.
I'll be posting what I imagined the rules for power acquisition to be in the rules post shortly.

40172
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 22, 2012, 07:43:42 pm »
Of course. Maybe we should go for a tribe in the meantime.

40173
Swear.
Convert Red to my side. Or some other Boss.

40174
Accept duel, then kill the bandit before he can prepare himself.

40175
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 22, 2012, 07:39:54 pm »
Agreed, but don't get cocky. Without that clever plan or without the preparation time or without the terrain advantages we would have probably did back at the barn. Enough numbers can kill us at this point.

At some point, we should establish peaceful contact with the dwarves, ideally starting with some desperate outpost.

40176
Forum Games and Roleplaying / Re: ◄•The Never Ending Dungeon•►
« on: December 22, 2012, 07:37:45 pm »
Kick of Authority both Red Mage and Johan.

40177
Forum Games and Roleplaying / Re: You Are A Power Leech
« on: December 22, 2012, 07:06:57 pm »
Indeed. That's a majority, not counting the intelligent genitals/neo-nazis idea.

-----

Yup, it was a nice, hidden transition. Your parents were pleased--math had never been one of your best subjects, after all. Granted, you weren't perfectly calculatorial, but you're a heckuva lot better.
Over the next several years, you grew from a girl to a young woman. What of note happened during the intervening time?

40178
Forum Games and Roleplaying / Re: You Are A Power Leech
« on: December 22, 2012, 06:50:19 pm »
1. Can random name generators come up with awesome names or what? NOPE
2. What was Elva's ability that set him apart from everyone? (Really powerful abilities would make people like or at least not shun him, so nixing that ahead of time.) His boners were sentient.
3. What interests did the three of you share? Drugs, bigotry, occasional murder, neo-nazism
4. What caused your power taken from (presumably) Elva to be noticed? Chicks don't like boners that try to have a conversation during sex apparently.
That is WAY over PG!
Not pg-13 though. Which is close enough anyway.
Whatever. Sentient genitals, prepubescent murderers, and Nazis are not subjects I intend to touch on.

40179
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 22, 2012, 06:48:44 pm »
Power compared to what, exactly?

40180
Forum Games and Roleplaying / Re: ◄•The Never Ending Dungeon•►
« on: December 22, 2012, 06:48:12 pm »
Search craters. Most artifacts and other powerful magical items are indestructible or close to it.

40181
Roll To Dodge / Re: ROLL TO DESTROY THE WALL.
« on: December 22, 2012, 05:55:57 pm »
Ask the wall what pictures it doesn't like.

40182
The Die [5] wipes out everything in the room. Respawn?
At the time, you were something and in the room.
You ignored my action which was before that event though.
Oh, yeah. Furtaja put you in the machine.


40183
DF Suggestions / Re: A proposal: remove fortress time
« on: December 22, 2012, 05:52:30 pm »
The game needs abstraction because real time pace isn't a game. What it does now is two things: first, reduce the amount of natural cycles (hunger, sleep, etc.) in a year; second, reduce the amount of time needed for certain tasks (sleep, eat, stationary labor) in favor of moving around (so the player can look at an active fortress).

This works marvelously for normal economic activity, construction and skirmishes, but really has limitations for sieges and longer battles. Ordering your soldiers to run out the front gates takes days, if not weeks. It's impossible to eg. make tactical use of nightfall, because it lasts only two player time seconds.

A solution I proposed some time ago was to change to crisis mode whenever something dangerous happens. Civilians would get the same number of actions per year, but there would be much more days; soldiers and anyone involved in the danger would get more days. This would effectively put civilians in slow motion, allowing the player to pay attention to the invasion, the soldiers to leave their barracks and do some fighting before a week has passed, and have an overall more interesting combat without making it abusable in an economic way. thread: http://www.bay12forums.com/smf/index.php?topic=113068.msg3445346#msg3445346
The problem is, how does the game determine when a "crisis" is? Is it when a hostile creature is on the map? That's, like, always. Is it when combat ensues? Then when does it turn off?
I haven't seen a good solution for this.
It starts whenever dwarves panick in the current setup. It stops when no dwarves are panicked anymore. That takes care of 90% of situations. The remaining 10% can be taken care of by marking stragglers or creatures far below bridges as non-threatening, so dwarves would ignore them (on the inititiative of the player), which would solve another long-standing problem too (the "non-threathening" mark would vanish when one of those creatures managed to actually hit a dwarf).

In addition, floods and cave-ins can also be handled in crisis mode, allowing believable flow speeds of liquids: that will make traps more effective, not less.
Both of those come with problems. As does your suggestion that lever-pulling be a soldier's job.

First off, creatures far away or lower down can still hurt creatures if they have a ranged attack of any kind, or if they are a necromancer. Having "combat mode" end when creatures are outside X range would screw things up with bowgoblins,
Second off, below "bridges" isn't a very good reason for a creature not to scare a dwarf.
Badgers would be even more of an annoyance than they are now.
The biggest issue that springs to mind is a non-threatening creature not becoming threatening until it attacks something.
How does DF tell what a "flood" is? It's just flowing water to the game.

Those come to mind instantly. I may type more when I have more time.

40184
DF Suggestions / Re: Adventures Keep Their Maps.
« on: December 22, 2012, 05:46:29 pm »
Adventurers don't really act as part of the world yet, in part because the world doesn't act.

I suspect you may have had an outsider; non-outsider adventurers start with knowing all their civ knows IIRC. Of course, outsiders aren't a member of any civilization, and so don't know much.

Of course, if it was the same adventurer, it's probably some of that data that gets tossed out when you end a game, possibly for reasons of not taking up absurd amounts of space.

40185
The Die [5] wipes out everything in the room. Respawn?
At the time, you were something and in the room.

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