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Messages - GreatWyrmGold

Pages: 1 ... 2790 2791 [2792] 2793 2794 ... 3706
41866
Forum Games and Roleplaying / Re: The Supers - Freeform RP
« on: November 27, 2012, 07:04:09 pm »
I'd feel better if our telepaths scanned everyone, you know? It's silly, maybe, but it shouldn't take long and might do some good.

41867
I'm doing fine. Aside from the deaths and my founder getting put into the clinic for a few months. How do I get a good paper up?

41868
DF Suggestions / Re: New digging designation: Carve creek
« on: November 27, 2012, 06:59:40 pm »
Again, where would the channel go? How think is a floor?
And what happens to keep a channel from overflowing, and what happens when it does?
...If a tile is 3X3X3 meters...
Wait. 3x3x3 meters and 1 dwarf fills the square. Okay, if you say so.

I hate when people justify their points with quirky bits of the current system, and dwarves can move past each other in a tile if one crawls.

Cool Guy:
Actually I was wrong about 3X3X3.  Toady actually said 2X2X3.  Creatures are all one tile, and Toady admits it doesn't really make any sense.  So yeah, essentially, all creatures are big cubes, unless they lay down, at which point they are completely flat.  Giants, dogs, ravens, dragons, dwarves, rats, all take up the same amount of space.

Ramps and stairs are sort of partially dug out tiles, but they still hold 7/7 water, so they don't help in that area.  I believe floodgates can be partially open though, so I think you can use that to control the flow, although not the overall level of water you will end up with.
Yeah, I know. I was giggling to myself for awhile imagining a Dragon or a Roc squished into a tiny little box. Maybe that's why Dragons can't fly, their wings are all pressed to close to their body!
Allegedly, it has something to do with interactions between fire breath and flight in the 2D versions.

41869
DF Suggestions / Re: closing the gates of hell (spoilers)
« on: November 27, 2012, 06:54:52 pm »
but some of us want to win in less time than it takes a version to come out.
Then give yourself a win condition you can achieve before then.

About the original sugestion, if you find it unnecesary to have the closing mechanism for fortress mode, How about adventure mode? It would give the player another plot and other things to do.
I suppose.
In my humble opinion, closing off Hell should be possible but very difficult, ideally about as difficult as leaving it open without dying but in a different way.

41870
DF Suggestions / Re: local multiplayer
« on: November 27, 2012, 06:52:30 pm »
I hadn't thought about that possibility...
Here's hoping that the next version of DF comes out shortly after I get my new computer!

41871
DF Suggestions / Re: More forms of combat!
« on: November 27, 2012, 06:51:31 pm »
Some sort of slow-fall spell will probably be possible, though.
I can see a pair of combatants exchanging blows over 3-5 seconds if they fell near enough to each other. In time, I mean. Certainly, someone at the bottom should be able to shoot a person falling at them if they have a crossbow or something.

41872
DF Suggestions / Re: DF lighting system (I wrote a c++ code)
« on: November 27, 2012, 06:02:48 pm »
Bear in mind that Toady is planning to add some form of lighting at some point...

41873
DF Suggestions / Re: New Job: Bard/Singer
« on: November 27, 2012, 06:01:17 pm »
"He felt glad to throw someone."

Silliness aside, I'm glad this is planned.

41874
DF Suggestions / Re: Urlium: lighter-than-air metal
« on: November 27, 2012, 06:00:04 pm »
A lighter-than-air material sounds cool. Finally, a justification for those floating platforms!

41875
Um...

Digging in Adventure Mode is planned. So is a procedural method for generating animalpeople (I think), so you could have animalpeople adventurers digging. Eventually.

41876
DF Suggestions / Re: Hot springs
« on: November 27, 2012, 05:48:28 pm »
One makes you hypothermic from bathing in it and one is pleasant to bathe in...seriously, use your head.
I meant gameplay wise. As it is, dwarves' settlements don't need heating. Perhaps washin oneself with warm water would give positive thought.
And here I thought that was implied.

41877
DF Suggestions / Re: Defined Equipment In Creature Raws and other things
« on: November 27, 2012, 05:44:48 pm »
I think that the blood transformed into snakes on contact with air.
Wow, that would suck. The snakes would probably need to be pretty small, though, or else the blood vessels would burst near the cut and let more blood come in contact with air, and so on. Gorgons aren't so scary if a little cut makes them explode into snakes.
Actually, that would be terrifying.
Not for long. Especially compared to them turning people to stone with a glance.

or maybe the gorgons are just full of snakes
How? Again, there's not enough room.

Also, about the snakes in blood vessles, don't ask logical questions about mythology  :P . Trust me, I've tried. It doesn't work. Here's one: how can a nymph cry so much that she turns into a puddle of her own tears? Or how can the Stymphalian Birds fly with bronze feathers, and why can they shoot them at high enough speeds to kill people? And will someone please tell me where Zeus got his handy-dandy floating uterus? He bears Atheana in his head, and Dionysus in his leg. IT MAKES NO SENSE!!
I'm fine with myths having some unrealistic elements, but once they exist I want either them to react realistically or to have a good reason why they don't.

41878
DF Suggestions / Re: New Animal Job: Draft
« on: November 27, 2012, 05:40:39 pm »
It's been suggested thousand times, I'm afraid. 8)
Also planned.

41879
DF Suggestions / Re: Stock-pile fix
« on: November 27, 2012, 05:40:02 pm »
I think it has to do with pathing AI. Yeah, AI needs work.

Thanks for letting me learn something new, though.

41880
DF Suggestions / Re: [GEOVORE]
« on: November 27, 2012, 05:37:54 pm »
Actually, I think this is a good idea.
Maybe carnivore, grazer, etc, could be replaced with a diet tag, something like [DIET:X:Y], where X is a diet (grazer, geovore, whatever) and Y is a number referring to how fast they get hungry.

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