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Messages - GreatWyrmGold

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40681
FYI, mesor has dropped.
Sad.

...Were there any other waitlisters?

40682
Roll To Dodge / Re: Survival Island
« on: December 16, 2012, 01:33:45 am »
Eat 2 Whispervine, 1 Spearstalk, and 1 Blue Fern. Go check out the gunfire!
Um, if those Xwhatevers are what I think they are, let's eat the rabbit and blue fern.
The investigate gunfire.
But...The Rabbit is worth 3. We have 1 of them. All else is worth 1. We have 3 Whispervine, 2 Spearstalk, and 1 of everything else. We should save the rabbit for when we REALLY need it.
The other things have other uses. Rabbit is only food, and probably rots faster.

40683
Roll To Dodge / Re: Survival Island
« on: December 16, 2012, 01:07:44 am »
Eat 2 Whispervine, 1 Spearstalk, and 1 Blue Fern. Go check out the gunfire!
Um, if those Xwhatevers are what I think they are, let's eat the rabbit and blue fern.
The investigate gunfire.

40684
Forum Games and Roleplaying / Re: You are a spaceship designer
« on: December 16, 2012, 01:06:16 am »
So, phlebotinum.

Alright, here's some ideas coupled with Norse-based names:
Andvari Defense Ship
Audhumla Agricultural A...synonym for ship beginning with "A"
Gullinbursti...messenger craft?
Hugi Research Vessel
Mimingus Warship (ideally with experimental/invented weapons)
Nordi Orbital Craft
Skrymir Spy Ship
Sleipnir Transport (duh)
Ymir World-Forger (sounds awesome, at least)
I guess its more like Norse for combatants only.
Tell me the Ymir doesn't sound awesome.

40685
Nurture all life.
Creat new sentient species on the new planet.
Three eyes, three legs, and a poison-spewing weapon on the tail.

40686
DF Suggestions / Re: A small suggestion
« on: December 16, 2012, 01:01:06 am »
Another reason this suggestion deserves a -1, came to my mind, after I learned I was a forum troll

Damiac's suggestion here, must be an adventure mode ONLY suggestion.  Because it certainly doesn't apply to the chaos which results in fortress mode battles. 

Dorf 1 applies a wrestling lock to the neck.
Dorf 2 severs a major artery in the upperspine.
Dorf 3 severs the upperspine and it sails off in an arc.
Dorf 1 bends and snaps a puff of air.
Dorf 3 points at Dorf 1 and chuckles.
Why? Why can't this happen in Fortress Mode?

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I crossed out what the game already does, in order to focus in on Damiac's nonlethal wrestling-lock-and-break-the-neck suggestion.

All this would add is the ability to joint lock the neck, then bend (and snap) the neck, leading to upper spine injury, leading to death.

FACT:  DF combat already has severed tendons and broken arteries in the upperspine.

How is a joint lock and a bend and a snap to the 'neck', anything more than what the above FACT describes.  Breaking bones or pressuring joints seems unimportant to in fights to the death, once the veins feeding the brain blood and windpipe feeding the lungs air are removed from the picture, why exert the effort, once that is achieved? 
Neck snaps are just a new way to do that.

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Game needs a clear death message.  So the player knows from scroll who was awarded the kill, or choke.  I reserve the right to flip-flop and support Damiac's cause, after that is done.  Sincerely, Knutor
Done.
"Urist McDoomed has been struck down."
"Dostok has suffocated."
Etc.

It would likely only be successful when a larger entity is wrestling a smaller entity, like ogre vs dwarf, or dwarf vs rabbit, and so on.
Did you mean to say ONLY?  Hmm.  I thought this was to occur whenever it presented itself. 
What gave you that idea? The number of people who said the exact opposite?

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Okay, I'm fine with this example.  As long as it doesn't progress into becoming a lethal attack. 
Why not?

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Why?  Well you see I don't want to void existing code.  The game tracks victorious kills a weapon earns, for various unknown reasons.  I guess for naming, slayer bonuses, artifact making, and engravings.  *shrug*

With a wrestling hold doing more than a knockdown, and immobilization, wouldn't that negate the entire line of code, that collects kill data on weapons?  If this can be avoided, sure, I'll agree, it sounds like a good suggestion.  If it cannot, necklock is a one mode furball.
Why would it? Why would any of that be so?

40687
DF Suggestions / Re: Execution
« on: December 16, 2012, 12:50:07 am »
Suggested a lot, probably planned.

40688
DF Suggestions / Re: Fort Standard Bearer, and Dwarven Horns
« on: December 16, 2012, 12:44:34 am »
Once we get battles of hundreds on hundreds, this would make sense. Until then, it's like using nukes in a skirmish: Out of place.

40689
Thing...too late...

40690
DF Suggestions / Re: Supply, and not Demand. Base for an economy.
« on: December 16, 2012, 12:32:32 am »
Planned. But with demand, too.

Just saying.

40691
DF Suggestions / Re: Hot springs
« on: December 16, 2012, 12:30:13 am »
Most elf descriptions, not exactly sure about DFs, include an affinity for magic in them, for the pointy eared tree huggers.  Maybe the elfs could turn the spring into a magic fountain for unwary visitors to sip from.  Gain Hill Giant strength.  Or toss on undead, to turn them away.
Why just elves?

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I like Goomba's idea about tectonic plates during worldgen.  There is a lake in Russia, that is getting deeper and deeper, as the plates gradually move apart.  An inch a month or so, I believe I read somewhere.  Could have been the coastline increasing.  Cannot remember, its in a query for deepest lakes on earth.  This represented during worldgen, could improve the marshes and swamplands, considerably.  It would brings a whole new meaning to the idea of quicksand.  Or tar pit.  I can see these developing as a result of the inclusion of tectonics.
Most of the time, plates move a few inches per YEAR. This would mean that, over a 1,050-year worldgen, plates moved under 40 feet. Even at that absurd rate, that one feature would move by maybe half a region tile by the end of worldgen.

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I also like how certain entities must require them to setup a foundation for civilization growth.  I cannot see a merfolk civ lasting very long without a warm spring, especially in the winter months.
Oceans.

40692
What if you could gain the current amount of experience/use up until a ceiling is reached?  Then the XP rates drop dramatically.
How is this different than, say, increasing the amount of XP needed for higher skill levels?

40693
DF Suggestions / Re: The smart uranium suggestion
« on: December 16, 2012, 12:19:40 am »
If we do get uranium, the only thing I would use it for is making it into blocks, then loading them in a Dwarven Railgun and shooting them at Goblins.  Probably while shouting "Goblin tank sighted!  Range:  1500 yards!  Load, Sabot!"
You're not expecting much special to happen, are you?
They're using uranium projectiles nowadays because it's heavy. Still, for a dwarven shotgun lead or gold would fare better.
Yeah, weight isn't too special.

Perhaps if Uranium does come in then world length would be inversely proportional to the amount of uranium found? In real life uranium has a half life of about 4 billion years. That's too long for DF. Lets say Uranium has a half life of 100 years(while still having the same radioactivity). Then, every 100 years into worldgen the crust contains half as much uranium. The deposits would simply turn into the rock that's around them "laced with lead" and every 100 years there would be half the amount of uranium in the world.
Um.
Why must uranium's half-life be reduced so absurdly?

Perhaps if Uranium does come in then world length would be inversely proportional to the amount of uranium found? In real life uranium has a half life of about 4 billion years. That's too long for DF. Lets say Uranium has a half life of 100 years(while still having the same radioactivity). Then, every 100 years into worldgen the crust contains half as much uranium. The deposits would simply turn into the rock that's around them "laced with lead" and every 100 years there would be half the amount of uranium in the world.
Significantly less half-life while 'having the same radioactivity' is an oxymoron.  Half-life is what denotes radioactivity, as Uranium decays it releases radiation, when it's not decaying it is not releasing radiation.  Unless Toady wants to go and completely break physics there is no way to not have something with a half-life of 100 years be extremely deadly and likely cause melting flesh.
Physics is already broken. Besides, in DF you can make it so Half life does not denote radioactivity, by simply having 2 tags, [HALFLIFE] [RADIOACTIVITY]
Toady doesn't like doing that if he doesn't have to.

40694
DF Suggestions / Re: Dwarf Cleaning Workshop, Bathouse, Scrubhouse etc.
« on: December 16, 2012, 12:15:23 am »
Dwarves already clean, just not much or predictably.

40695
Yes but lets say both characters have their attack ready. Thus they are ready to attack as quickly as they can swing the weapon and all they have to do is move into distance.

Thus one way to do it is to give the enemy weapon a speed penelty to represent the minut distances they have to cross to strike until they close the distance.

In otherwords the Spear gets the first attack.
Doesn't happen a lot. Won't happen much without spreading actions out over a few ticks.

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Are we requesting a weapon overhaul arc? That would be beneficial to this discussion. Also, no one seems against these ideas.
Most of this ideas are based on common sense. And i think many people would love their adventurer to have something like this:

This is a broadsword. Its steel blade is of fine quality. On the blade there is a picture of dwarf standing atop an elf corpse. Its steel guard is encrusted with diamonds. It has elf bone grip. It has lead pommel.

Especially if game will be able to notice difference between a sword with steel pommel and a lead one not only in description but in combat too.
Sounds neat.

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