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Messages - GreatWyrmGold

Pages: 1 ... 2686 2687 [2688] 2689 2690 ... 3706
40306
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 21, 2012, 06:01:07 pm »
As are all humans, but their should be some average.
Not so much...
They range from green, eyeless people who grind bones to reddish winged humanoids to gray, backwards freaks who eat bugs purple one-eyed one-horned people eaters. And these guys have more types of abilities...

On the topic of necromancy, I have nothing against learning it if we can. Using it? Depends on the circumstances.

40307
Forum Games and Roleplaying / Re: ◄•The Never Ending Dungeon•►
« on: December 21, 2012, 05:58:05 pm »
Head back to friends. Remember I shrank. Unshrink. Show friends bow while keeping a firm grip on it.

40308
DF Suggestions / Re: Wheelbarrows for Dumps
« on: December 21, 2012, 05:56:18 pm »
More use of wheelbarrows in general is planned. And suggested before. Please use the search function. And make your suggestion go into mire detail than the title. For instance, how do you suggest we deal with the issue of not having enough barrows for all refuse haulers?

40309
DF Suggestions / Re: super gems
« on: December 21, 2012, 05:54:20 pm »
Writers don't change how gravity works during the climax just to suit the plot better, do they? Why should magic be different? Why would you do that? Just write the magic to fit the plot and stick with it! Anything else is poor planning and/or bad writing.
Hitchhiker's Guide to the Galaxy. Falling and forgetting to hit the ground, don't you dare think about gravity!
Yes, because that bit was meant to be taken seriously. And because it isn't an isolated example. And because HGttG doesn't play fast and loose with all laws of physics.

Good idea, I think it would be good if DF had a gem slotting mechanic, where you could create gems with certain properties (very hard and expensive to make)which could be added to weapons and armour to add an effect e.g. fire damage on a weapon or more armour strength on a shield.
Too gamey.
Especially as DF doesn't have "damage" or "armor strength" per se.
Encrusting items with magical gems to enchant them makes sense, though.

40310
DF Suggestions / Re: Hot springs
« on: December 21, 2012, 05:52:03 pm »
People have worshipped stupider things, such as...um, your least-liked religon's god.
Or for that matter, your religion's least-liked god powerful entity. Difference. You may be a catholic and hate islam, so allah would be your least liked god. Or you may be a catholic, and thus the devil would fit the description. There are people who worship both (however silly worshipping the "bad guy" may be).

bad gyt being the devil not allah

The hilarious part is that 'Allah' just means 'God' in Arabic, and Islams, Jews, and Christians all worship the same god...
It'd be funnier if they could see it that way...

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First off, why is an affinity needed to work magic? Second, how are elves the only people who can have an affinity for magic? Third off, how is elven skill with trees related to hot springs? I might be wrong, but I don't think hot springs are made of wood...

An affinity isn't needed, it just means magical fountains and buildings would be a lot more common and would make sense. I did not claim that elves are the only ones who could have an affinity for magic, just that out of the three main races (goblin, dwarf, and elf) elves are probably the most magical.

And of course hot springs are made of wood, they grow on trees. However, I was only using that as an example of how elves use magic to control nature and the like.
1. Humans and dwarves would still be able to have hot springs, though. And since elves have sacred trees, a pool of boiling water doesn't seem like a big-target religious icon for them...
2. Elves don't really "control" nature so much as befriend it. Besides, there's a big difference between a living tree and a hot spring. You might as well say that an auto mechanic should be able to program a computer, because cars and computers are both high-tech.

40311
DF Suggestions / Re: A proposal: remove fortress time
« on: December 21, 2012, 05:49:02 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.

40312
DF Suggestions / Re: Creature Tiles
« on: December 21, 2012, 05:47:01 pm »
As mentioned, planned.
Not mentioned, suggested before.

40313
DF Suggestions / Re: Fort Standard Bearer, and Dwarven Horns
« on: December 21, 2012, 05:44:45 pm »
Just done some quick research. According to wikipedia battle standards were mainly used to help organise in bad visibility. If formations are added flags could be used as the centers of formations.

Okay.  Implement a flag icon to show where your station order is directing dorfs to go.  Have the popular blind soldiers flatly ignore all station orders.
Aside from the icon, how is that different from now?
Oh, other soldiers would follow the orders.
Ha ha.

I'd love to see horns as a means for commanders to give orders to soldiers while they are fighting. A position that requires an item instead of a room?
Drums make sense in large groups for the purpose of synchronization I guess? No point in current build.
Banners? Means of organization for large armies, which are not implemented yet.
Maybe this would be useful in organizing large armies, but when you've got a couple dozen guys you can just shout the orders.

40314
DF Suggestions / Re: Red tick, green tick: claimed vs. equipped
« on: December 21, 2012, 05:39:32 pm »
I'm fine with dwarves who make sure other dwarves to what they're supposed to; that's what management is supposed to do IRL. Plus some other stuff.

This isn't a "something dwarves should do," though, it's a "something players should know."

40315
DF Suggestions / Re: Altering desigantion
« on: December 21, 2012, 05:36:48 pm »
I would like it as a scale, more for making sure my mega projects go up and come down in the order I want them to then for maintenance projects. What about 1-4, for an even 2 bits?
Or 0-3, depending on the number you give average priority stuff. Or if you can make designations low-priority.

40316
DF Suggestions / Re: Supply, and not Demand. Base for an economy.
« on: December 21, 2012, 05:34:57 pm »
"They don't have the time or skills" is ridiculous, how comes your fortress gets all the skills, all production and all that while having tons of idlers and high quality stuff after a few years but everyone else is seemingly unable to produce a single good quality roast or any excellent/masterwork item at all. What is wrong with them? There is no infinite desire for beds, crafts, fuel, metal items etc. with no wear + stagnant world population for centuries there would be exactly no demand and stockpiles of good quality items everywhere - the same as it happens in your fortress once you equipped your dwarves, and made all the furniture you need and stay at the population cap for a while. If you add a bit of wear demand will be still very limited (you wouldn't need a large forest to make a few new beds per year).
That's how it is now, not how it will always be.

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If there were a somewhat realistic economy goblins would stop raiding/sieges because they can't sustain the continuous losses. I.e. fantasy == no realistic economy.
By that logic, no one would play the lottery. After all, there's only a low chance of getting ANYTHING, and only an absurdly low chance of getting a big prize. Yet we do. Once goblins actually raid settlements they destroy, it'll make sense,
Alternatively, dwarves and goblins hate each other. That's plenty of reason for war.

40317
Forum Games and Roleplaying / Re: You are minifig II: 4 days till Christmas
« on: December 21, 2012, 05:29:58 pm »
Firefighters: Create infant.

PC: What is going on with him?

40318
Forum Games and Roleplaying / Re: The Shaping of the Formless Void
« on: December 21, 2012, 05:27:27 pm »
Should I repost my actions?

Also, aid embassy.

40319
Forum Games and Roleplaying / Re: The Last Night Troll
« on: December 21, 2012, 05:25:37 pm »
Spoiler (click to show/hide)

Also, I k l ow they are quite ugly but can someone with drive discriptive/drawing talent help me understand what I night trolls looks like?
Depends on the night troll.

40320
Forum Games and Roleplaying / Re: ◄•The Never Ending Dungeon•►
« on: December 21, 2012, 05:25:12 pm »
Locate unsmashed room.
Search room.

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