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Messages - GreatWyrmGold

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44791
Dining hall good. What we need next?
Waterfall? Hotrock? Big trap? Dunno.


Edit: Premature posting bad.

44792
No, masterwork. As in, post-mood.

44793
DF Suggestions / Re: Reminder: Gates!
« on: October 21, 2012, 08:04:40 am »
That being said, they didn't typically include forges or farms. Et cetera.
Still, that's what, maybe a craftsman and two farmers per soldier? That's... actually, that's the upper limit to dwarven fortresses.

44794
Roll To Dodge / Re: You Are Islanders--Day Two, First Contact!
« on: October 21, 2012, 07:59:33 am »
Very interesting.
I take it the First Contact didn't go well?

44795
D, 1
My bad.

44796
Roll To Dodge / Re: You Are Islanders--Day Two, First Contact!
« on: October 21, 2012, 07:52:09 am »
I meant that the additionall wounded of the second turn weren't added. Or was that just fluff?
That was likely a mistake, which I am fixing.

44797
Forum Games and Roleplaying / Re: the Alchemists journey
« on: October 21, 2012, 07:51:25 am »
Distaff? Let's go with female, for the tropey puns.

44798
Forum Games and Roleplaying / Re: DF 2048
« on: October 21, 2012, 07:50:56 am »
Select The Peak of Thorns

44799
Pretty much planned, apart from the forced swaps and game over part ^^
I missed those parts....

44800
DF Suggestions / Re: Map overhaul
« on: October 21, 2012, 07:48:52 am »
You'd still run into problems, say with megaprojects involving carefully timed anything or migrants taking the bedroom being saved for the king...or, potentially, a huge array of bugs plaguing the system for versions to come.

44801
DF Suggestions / Re: Reminder: Gates!
« on: October 21, 2012, 07:46:33 am »
Tolkien was an author, not a filmmaker. But if you're arguing that this game has no dramatic flare, and therefore grand entryways have no place in it...
Never said that, just that DF tends to avoid ludicrous crap. I'd say that enormous doors probably count.

If DF was cinematic more than realistic, master wrestlers would be able to take on armies of goblins, single-handed. Try it some time.
But those are some of the most fun times with my wrestlers... Especially when they wear loincloths. It never ended well.
My point. DF tends to sacrifice cinematic physics for realism.

Dwarf fortress tries to be a more or less realistic game, set in a fantasy environement. So it takes clearly fantastical elements, and allows those to react by clearly defined rules of nature.

So, I say that we need to put this in, but players should not complain when their massive gate is easily smashed in by a giant, or requires more than 3 times the materials as a small one. All things should have good and bad sides. To illustrate it with a quote:
Quote
A game where there's one action that is clearly superior is not a game, but a puzzle
So let people build their gates, and let their dwarves admire them, and let them be brutally slaughtered when the goblins come.
But don't prioritize it over something players have a good reason to use.

Of course they should be vulnerable to siege beasts. Though building destroyers should be changed so that they demolish different constructions in different ways. After all, it's a bit unrealistic that they could destroy a fortified gate, but not the wall next to it. And you can completely stop them with a pile of naturally placed sand. Toady already plans to implement moving parts, and a portcullis is a moving part. But they only make sense if you build them in gateways. A portcullis, for those that don't know, is a lattice of wood or metal that would rise and descend in two vertical grooves cut into the walls of a castle entrance. They were usually built in pairs, with the outer one being up to let attackers in. That portcullis was then closed, trapping the enemy in a confined kill zone. Rocks and fire heated sand might then be dropped on them from the roof or through murder holes. Oil was never used, as it was far too expensive. Archers and crossbowmen would fire at the trapped attackers through arrow slits or the inner portcullis. That seems like a pretty good historical basis to expand upon.
Wait, hold on, there are people who don't know what portcullises are? Around here?
Aside from that, sounds reasonable, but portcullis =/= giant door.

44802
Somehow, this is roughly how I've imagined DF 1.0 for a while.

44803
DF Suggestions / Re: Plant Oil As Lubricant
« on: October 21, 2012, 07:19:09 am »
I don't know how sticky or viscous it needs to be, but I'd imagine that, at a minimum, some unpleasant procedurally generated stuff would be. In any case, honey would be better than oil, no? Therefore, it makes sense to have a progression of "Severely hurts your clinging abilities" to "Slightly impairs your clinging abilities" to "Helps you cling."

44804
Roll To Dodge / Re: YOU ALWAYS ROLL FIVE
« on: October 21, 2012, 07:13:48 am »
ATTENTION ALL:

WE HAVE A FLEET OF DEMONS ATTACKING.

JUST INCASE NONE OF YOU KNEW.



When have we cared about that? In The Art of Minimalism, there's been an army of demons besieging the last human settlement for a while and the players have been more focused on a nigh-omnipotent giant ape who is cooking the demons and selling the burgers.

44805
Roll To Dodge / Re: You Are Islanders--Day Two, First Contact!
« on: October 21, 2012, 07:11:50 am »
Caerwyn: I'm sorry to hear that.

10ebbor10: You don't heal overnight. Since I don't seem to have mentioned this, the system I invented last night is that people heal one health per day, +1 if they don't work (children pretty much always get this bonus), +1 if someone's there to help. The exception is in cases of negative hit points, where the person is unconscious and near death and such, which requires a roll to improve.

anailater: I'd at least like Gunagua's reaction to learning about the other people.

TopHat: No, why, did I miss that? It was late, sorry...

LordSlowpoke: Ignoring that you don't need blueprints (I'm assuming Maya is trying to get out of a hard day's work again), what are you making the blueprints on and with?
Also, what kind of weapons?

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