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Messages - GreatWyrmGold

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42541
DF Suggestions / Re: Adding Unnecessary Complexity to Booze
« on: November 20, 2012, 06:11:25 pm »
How about a Shoddy Still? One of the buildmats is a sock (to filter the booze through). It allows dwarves to mix remains and plant matter (any plant matter) in equal proportions to make godawful swill with random weak symptoms.

Even better will be when every liquid can fill a tile and flow like water.

"Snodub, what this?"
"Is dwarven piss-drink. Maybe leaking from sewers."
"There lot of it, Snodub."
*is paralyzed and then drowns*

Trading it would make that race slightly more hostile to you.
Too specific and silly.

Maybe a workshop which turns vermin remains into alcohol? Somehow? I'd imagine dwarves would drink fermented rat juice, in a pinch. A rat-eating kind of pinch.

42542
DF Suggestions / Re: a whole mess of ideas
« on: November 20, 2012, 06:09:23 pm »
Nice pictures.
I especially like how you noted that the longland grass was wheat.

42543
DF Suggestions / Re: Should Dwarves Have Sexual Orientations?
« on: November 20, 2012, 06:08:51 pm »
Dimple Brew
Seeing as dimple cups are currently used to make dye...that sounds foul.
I'm thinking of it as something like a vodka and kool-aid. Annoyingly sweet, and if you spew your clothing will never forget it.
Why would dimple brew be sweet? Are real-world dyes sweet?

Quote
I like how you think that racism "makes a lot more sense considering darwinism", but apparently sexual selection doesn't mean anything, and sexual/romantic behavior is unimportant to you despite it being a fairly central part of most cultures.
Because it generates conflict, which makes the game more interesting.
...And homosexuality has never caused conflict? It's causing conflict right now!

I think unhappy dwarves being able to tell the difference between sad and angry and reacting accordingly is a somewhat more pressing concern.
And romance, seeing as homosexuality without love is...kinda pointless. It's like magma without heat, or candles without darkness.

So, taking bets on how long till the threads locked. Anyone, anyone?
Five posts too late.

NOT IF WE STAY ON TOPIC

anyways I agree with the sentiment that dwarves should have sexual orientations, especially for Legends mode.
There's bigger fish to fry, some of which make homosexuals practically different from infertile dwarves.

42544
DF Suggestions / Re: local multiplayer
« on: November 20, 2012, 06:01:14 pm »
Discussed numerous times. Please freakin' search.

Overall, it's impractical.

42545
DF Suggestions / Re: Ethic tag brainstorming thread???
« on: November 20, 2012, 06:00:24 pm »
Proud warrior races which don't use weapons will get slaughtered by their brethren who do. Natural selection and all.

Still could be interesting to see. Elves only carry weapons if they're sanctioned, humans punish people lightly for carrying arms in public, it's suspicious for goblins to not have weapons, etc.

42546
DF Suggestions / Re: New digging designation: Carve creek
« on: November 20, 2012, 05:57:57 pm »
If you muddy wood floors, you can farm on them. As paved roads are buildings, there are technical limitations which keep them from being on the same tile as a farm. Dirt roads eventually decay into nothingness because they aren't anything, they're just pulling up the plants and smoothing the soil. AFAIK, paved roads don't disintegrate over time.

42547
DF Suggestions / Re: Ability to speak or shout text typed on the keyboard.
« on: November 20, 2012, 05:55:41 pm »
The biggest problem is getting the peasants to A. understand what you mean and B. react appropriately. Computer scientists are having trouble with getting one program to do that; imagine a hundred, each with different parameters, doing so for an infinitely larger spectrum of possible commands, along with cross-referencing everything in the raws and anything a player could want. Imagine doing this in a few seconds, on an average computer.
Even if Toady programmed something like this, it would either cause saying anything to take up inordinate amounts of time or your computer to overheat.
And don't get me started on typos. "Gello? What does that mean?" Or the eternal problem of getting ye flask. Or sarcasm. Or figures of speech. Or entity/creature/whatever names which match up with a word or phrase which tips the NPCs off about the wrong thing.

I think just being able to choose a command from a "chat" menu would be simpler. A few keypresses (say, Alt and C, then another couple for selecting the specific intent) would be all that's required, and you can account for differences in intelligence and social skill and such more easily.

42548
DF Suggestions / Re: Werecreatures need to kill.
« on: November 20, 2012, 05:44:47 pm »
That could be interesting. It doesn't make a lot of sense.

How about this: Transformation occurs under stress, e.g. combat or unhappiness. Certain phases of the moon can cause stress. Transforming massively increases stress. Once transformed, the werebeast needs to let off steam before it can transform back to its human/dwarven/whatever from. This can be done through combat, vandalism, magic, contact with a loved one, or perhaps seeing a statue which gives a massive happy thought.

42549
DF Suggestions / Re: [ELF] a river runs thru
« on: November 20, 2012, 05:41:51 pm »
Small settlements, especially retreats, often don't show up on the world map, regardless of the presence or absence of a river. Retreats, at least. I assume this is because those puny retreats are little more than a dozen elves gamboling about.

42550
Linking zones to stockpiles would fox most of the issues. If the zones worked like dump zones, they'd be able to do it all. So...yeah, that makes sense.

Ohl and now I'm going to make a trap that drops stuff on the heads of anyone who walks through it. Maybe water. Maybe magma.

42551
DF Suggestions / Re: closing the gates of hell (spoilers)
« on: November 20, 2012, 05:38:05 pm »
Some way to close Hell sounds good, but...
Well, the bit of code which controls what happens when Hell is opened is allegedly named "endgame." Whether or not that's true, it fits.
Hell isn't supposed to be something you stop. It is a stop. The last one on the last train to Fun. For sealing Hell as a game mechanic to make sense from the standpoint of the game itself, Hell's "purpose" needs to change.

42552
DF Suggestions / Re: DF lighting system (I wrote a c++ code)
« on: November 20, 2012, 05:34:54 pm »
Vampires and other interactions can be disabled in advanced worldgen.

42553
I propose 504's be worked into the plot somehow
504 could be a status effect that makes you lose turns and take HP and MP damage each turn, with a 15-25% chance of going away each turn after the second or something.

42554
Forum Games and Roleplaying / Re: We have been attacked.
« on: November 20, 2012, 05:19:59 pm »
Local, for now.

42555
Forum Games and Roleplaying / Re: You are Islanders--Finally Restarting!!
« on: November 20, 2012, 05:18:35 pm »
ebbor is good and I need to finalize the islands before Gun finishes up.

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