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Messages - GreatWyrmGold

Pages: 1 ... 2878 2879 [2880] 2881 2882 ... 3706
43186
DF Suggestions / Re: Archaeology
« on: November 11, 2012, 10:14:20 am »
A problem brought up but I didn't check whether it was discussed or not is why they would go down there, and why it was abandoned. suggestion: to explore unknown areas, perhaps in that age it was more common to dig down further as races other than dwarves, or it's someones secret home like a wizard, or a weird hermit who lives underground, the reason they left is because they dug too deep and released something evil, or it was a smaller group of people who, after they died, didn't leave enough people behind to carry on.
Two possibilities as to how the city got there: Either someone with dwarven aesthetics put it there, or the land kinda buried it after it was abandoned. As to why it was abandoned, many possibilities. Look at the real world--plenty of dead cities from mighty empires.

Hello!

I agree that it is a nice idea.

However, I don't think you need a basic change like a pre-history. Look at terran history. For instance, there is ancient Greece, some of which sites are subject to archeology. The growth and fall of a civilization like Greece is basically already part of the possibilities of World Gen. (I recall having a world a few versions back, where a human civ had been completely whiped out by wars, I think with elves, leaving ruined cities connected with roads)

The things needed to reach greater archeology would be a greater diversity in sites during world gen (like extended caverns, underground cities) for all races, so that they are not stuck with a single pattern. And a greater flux for civilizations. That is, to have the possibility to have new civilizations develop. For instance, a prophet (probably a vampire or demon) could visit a distant hamlet of a civ and convert the people there to a new faith/attitude, thus starting a new civ. Or a band of bandits could gain control of ever larger portions of land, until they in themselves become a realm and thus a civ. This way, we could have more room for disrupted lines and abandoned settlements.

Factors for abandonment could certainly be different events like plagues, droughts, invasions. This latter point can be especially interesting for unfortified settlements. As a horde of hostile invaders conquer a nearby city, the surrounding villages may be abandoned as the villagers flee to the next city to seek safety behind its walls. But change can also come via commerce. If a city gets a trade connection with an interesting, new trade partner, it is likely to develop a certain pull that may drain other parts of the realm, maybe even to the point of abandonment. Likewise, if a trade partner vanishes or changes the trade route, a former booming city may turn into ruins and disappear under the sands of time.

Yours,
Deathworks
Yes, cities and other sites abandoned during worldgen should become ruins. I also think that an ancient, mysterious civilization is a fairly common trooe in fantasy literature and therefore shouldn't be discounted. There's plenty of places where the only idea people had of the inhabitants was pure speculation until the fairly modern era of archaeology. What do you think the chances of dwarves being archaeologey is?

43187
Forum Games and Roleplaying / Re: The Four Apprentices [Calming Influence]
« on: November 11, 2012, 10:08:07 am »
Wake up.
Feel calm.
Remember I have a silly "talent."
Get angry.
Smash something.

43188
Forum Games and Roleplaying / Re: You are a Suburban Supervillain
« on: November 11, 2012, 10:06:36 am »
I agree, get the house. We need a dependable source of income... a bigger one, I mean.
Consider finding a cheap inexpensive and fairly fuel-efficient automobile.

43189
A mix of Ukrainian's and Zako's plans sounds good to me.

43190
Forum Games and Roleplaying / Re: Clockwork Empires (Found a colony)
« on: November 11, 2012, 10:01:14 am »
Make supports from the mine.
The Phlogostinist or a chemist should examine the vapors scientifically.
Have some plebs plow a farm.
Have some others fish.
Sell, oh, half? of our ore for food.
See if there's a market for a constipation cure.


Ninja'd. Aside from giving away copper ore, and buying water, sounds good. Don't we have a spring somewhere? If not, send someone out to find one,

43191
Roll To Dodge / Re: You are a sentient cereal box
« on: November 11, 2012, 09:54:23 am »
For now, charge in a random direction.
Somehow.

43192
Forum Games and Roleplaying / Re: [D&D 3.5] A world asunder.
« on: November 11, 2012, 09:51:58 am »
I don't think alligators, piranhas, or mosquitoes would live in this cold of a swamp.

What happened after I had to sleep?

43193
Roll To Dodge / Re: HERO CIVIL WAR/YOU AT FINAL BOSS: OOC THREAD
« on: November 11, 2012, 09:48:14 am »
MISKOOOOOO!!!!!!!!!!!!!
Inside voices, unless you have justification. What's yours?

43194
Roll To Dodge / Re: The Art of Minimalism II: Battles!
« on: November 11, 2012, 09:34:35 am »
Auugh. Respawn as some kind of Khajiit Jägermonster.

Already deadly claws + the hand-warping that comes with becoming a jägermonster = SUPAH DEADLY CLAWS
[5] Hyu iz un khejitmonster. Hyu hef de best uf khejit und Jägermonstern. Vich makes hyu mostly Jäger (vich iz betta), but schtill.

Silly workers.

Hive monument time. But in the previously scouted out laboratory. Too many people here.
Go a-hunting.
[2] Your workers build a lump of wax. [1-1] The workers locate the Hive, who remembers that you never made peace with it. Several workers are killed, and they decide to kill you off again.

I become M.O.D.H.  --->  Machine meant Only for Destroying Hats
Your acronyming is off. [3] You are a MMODH--Machine Made Only for Damaging Hats.

WAS ALREADY DEAD YOU SILLY DUCK

>STAND BACK UP AS ZZZOMBIE, EAT BRAINS OF NEARBY NOISY PERSON TO HEAL SELF

>THEN MEDITATE
[4] You're as lively as ever. [3-1v1] tomio contributes his brain to your health. Respawn?

Post Bail with hidden stash of gold. GET A FREAKING ROOM WITH THE LEFTOVER GOLD!
[2] Your stash isn't in the jail cell.

Absorb the worship of Miskos people to acend to former glory.
[6] You ascend past the plane of this game. Respawn?

Respawn as a force golem.

Before you ask, yes, this does actually exist as a D&D monster. Look it up.
[3] You respawn as a forceful stone golem.

Normal Fox.

Then at LEAST try to manifest supernatural powers.

[1] You manifest the power to set yourself on fire. You discover this by setting yourself on fire.

((These are MTs: http://armoredcore.wikia.com/wiki/Muscle_Tracer))

Turn into Mr T MT.
Leave nation.
[6] You are an MT with a golden chassis and Mr. T driving. [1-1-1] Between the weight of the gold, the inexperience of Mr. T at driving mechs, bad luck, and the second-action penalty, you explode. Population falls.

GM Turn:
De Jägermonstern und Jägerebels set aside der differences to rejoin der reborn leader!
The hive sends its beetles and tarantula to siege the lump of wax. They take a moment to consider how ludicrous their enemy's structure is. The aphids lay 110 eggs.
The mech [5] upgrades its systems.

43195
Forum Games and Roleplaying / Re: [D&D 3.5] A world asunder.
« on: November 11, 2012, 01:20:41 am »
Before I seek my well-needed rest...
Where do you all live, and why do I never game online with people in my time zone?

43196
DF Modding / Re: More abominations, taking requests.
« on: November 11, 2012, 01:03:47 am »
and don't know if you CAN have it bring things spontaneously into existance
You can't.
Without some crazy shenanigans.

43197
Wait a little longer, then incapacitate the sentries.
Lethally, if needed.

43198
Roll To Dodge / Re: RTD (Roll to Dwarf): The OOC Thread
« on: November 11, 2012, 12:54:17 am »
Namelesshole will work until we do something worthy of a name.
Soon Doomedhollow...

43199
DF Dwarf Mode Discussion / Re: Friction?
« on: November 11, 2012, 12:29:56 am »
Someone should mod upright wall-spikes into the game.
Impossible.

43200
DF Dwarf Mode Discussion / Re: Pottery vs. Glassmaking
« on: November 11, 2012, 12:23:40 am »
I like adobe. Pottery FTW. No bags!

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