Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 2955 2956 [2957] 2958 2959 ... 3706
44341
DF Suggestions / Re: Dwarven drills and elavators.
« on: October 27, 2012, 11:09:31 am »
Although it does seem a tad overpowered Fun, being able to dig down scot-free. Aquifiers would be extra FUN, too.
Fixed it for you. No control... probably, your machine would unleash the caverns and smash on the floor. They wouldn't be cheap, or easy (barring some neat thingy with a dwarf pumping water into a watermill on top, of course).

44342
DF Suggestions / Re: Make husks scarier
« on: October 27, 2012, 11:07:28 am »
Perhaps it could depend on how the character was husked - by dark magicians, mist or dust or some such. If a dark magician enthralled a footsoldier on a battlefield who was dying from blood loss after losing his arm, a new arm could appear that is made of some kind of icy-cold black fire or something rather than just growing new bones. You could have several ways of growing new body parts. Under different circumstances (I don't quite know what), maybe he could gain limbs made out of solid silver or something.

As a complete aside, I've just had a vision of a liberated, semi-invulnerable Dwarven thrall with a silver fist becoming a night creature hunter and punching werewolves to death.
And I just had an image of such a hand strangling its owner to death due to him failing his master. Weird. Sounds good, though.

Spoiler (click to show/hide)

EDIT: Added spoiler.
Yup. Not sure how many people read it, got far enough to recognize the allusion, AND wouldn't have reached that point, though.

44343
DF Suggestions / Re: In Adventure Mode, NPC Recruits YOU!
« on: October 27, 2012, 11:03:55 am »
I still like the uses of the new nonlethal combat system.

44344
DF Dwarf Mode Discussion / Re: Puppy vs Goblin (War Dogs Suck)
« on: October 27, 2012, 11:03:11 am »
Dogs have their uses. Primary goblin-killing method isn't one of them.

44345
DF Dwarf Mode Discussion / Re: Embarking in Evil areas
« on: October 27, 2012, 11:01:25 am »
Hardly safe. What if you channel into a cavern lake or over a long, hard drop? What if something dead got down there somehow and started a subterranean zombie apocalypse? What if some beast of the deeps shows up and kills your dwarf? What if you hit magma or, Armok forbid, the HFS before you hit the caverns? What if the caverns are barren of food? What if a zombie falls or flies down the pit and kills something?

But yes, it's better than letting those survivors die.

44346
Roll To Dodge / Re: HERO CIVIL WAR/YOU AT FINAL BOSS: OOC THREAD
« on: October 27, 2012, 10:58:18 am »
As a loyal minion of misko...why does everyone hate him?

44347
I guess...well, there's one more thing to do.

What should variables be?

44348
DF General Discussion / Re: Great Expectations
« on: October 27, 2012, 10:54:14 am »
Yeah, now that I have DF all other games pale in comparison.

Anyone know of some way to convince both games companies and consumers that such a focused approach is ideal?

44349
DF Dwarf Mode Discussion / Re: I may have a problem
« on: October 27, 2012, 10:49:22 am »
Wait, why is this a probablem?

44350
DF Dwarf Mode Discussion / Re: Puppy vs Goblin (War Dogs Suck)
« on: October 27, 2012, 10:48:22 am »
Was the goblin armed, armored, and trained? Those are huge advantages, especially since goblins have a size advantage.

44351
DF Dwarf Mode Discussion / Re: Pulling a Migrant Plug Out.
« on: October 27, 2012, 10:45:44 am »
Isn't this bug caused when a former caravan  merchant migrates to your fortress?

44352
DF Dwarf Mode Discussion / Re: Burying merchants?
« on: October 27, 2012, 10:39:41 am »
So, I recently had a human merchant caravan wiped out by some a besieging force, and despite having a coffins built, set up, and having them set to accept bodies, by dwarves are leaving the corpses to rot.

So, what do I do here? Do I just leave the bodies outside and set up memorial slabs?
I think I see the problem...

44353
DF Dwarf Mode Discussion / Re: What is this I don't even
« on: October 27, 2012, 10:37:09 am »
Perhaps there's a stealthy necromancer?

44354
DF Dwarf Mode Discussion / Re: Embarking in Evil areas
« on: October 27, 2012, 10:36:10 am »
First off, figure out what kind of evil biome it is. Blood rains? Meh, build an outdoors fortress if you like. Syndromey rains and clouds? Keep dwarves you like inside. Huskifying clouds? Let NOTHING alive outside, seal off the entrance the moment you get a husk. Zombification? Seal off the surface and never look back, avoid butchery and any kind of death. Evil animals are usually scarier and more aggressive than average, but if they don't come back they're typically easier than a goblin thief.

44355
That would simplify things.

And the absolute worst failure is impossible with even the lowest level of skill or talent, barring notable penalties. It takes a 1 or less, and novice skill and a talent both give +2. So...don't send unskilled fishermen put for three weeks.

Finally, those traits could be eliminated, but I like giving people control over such things. Especially since randomly generated islands would probably be more work and would certainly have a chance to screw people over from day 1, without any control to avoid it. Thoughts?

Pages: 1 ... 2955 2956 [2957] 2958 2959 ... 3706