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Messages - GreatWyrmGold

Pages: 1 ... 3099 3100 [3101] 3102 3103 ... 3706
46502
Roll To Dodge / Re: YOU AT FINAL BOSS: ROMANCE IS IN THE AIR
« on: October 01, 2012, 06:00:38 pm »
ESCAPE FROM LICHETTE, ASK HER AND DIRG TO BE THEIR PET.

inb4 "boo, defector!"
This game has become really intresting. We are really beyond the point of going back to fighting the final boss.

On a side note, its great to be one of the only people that actually managed to come along the lichette. All the rest is stuck in aperture science fighting a civil war.
There are a number of people attempting to rectify the situation.
Wait, I thought the Lichette was at Aperture, too.

Determine where boss is, it's confusing.

46503
Roll To Dodge / Re: PUPPY
« on: October 01, 2012, 05:59:35 pm »
RECRUIT MORE DOGS TO PACK
ESTABLISH DOMINANCE IN PACK
I FOUNDED PACK, I SHOULD GET BONUSES.
PLEASE.

46504
Roll To Dodge / Re: YOU ALWAYS ROLL FIVE
« on: October 01, 2012, 05:57:25 pm »
BECOME UNKILLABLE
PREVENT ANYONE ELSE FROM BECOMING UNKILLABLE EVER

46505
Roll To Dodge / Re: Roll to Survive: A Mystery/Survival RTD
« on: October 01, 2012, 05:53:43 pm »
Is Robert doing anything?
...Wait, he's in the hospital bed.
I'll type an update when less pressed for time.

46506
Roll To Dodge / Re: Roll To Suffocate - Turn 1: Already Raising Supsicion
« on: October 01, 2012, 05:49:48 pm »
I typically post from my tablet, which makes it a bit harder to bold stuff. I'll try to remember, though.

46507
Forum Games and Roleplaying / Re: Word association game: Ten thousand
« on: October 01, 2012, 05:49:22 pm »
Hammer time

46508
The power of Fuzz-So-Dah will convert the heathen!
Strike any humans with Fuzz-So-Dah!

46509
Forum Games and Roleplaying / Re: You are a Forgotten Beast
« on: October 01, 2012, 05:39:18 pm »
Wait and lap up the liquid.
See if I can fit into the tunnel.

46510
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 01, 2012, 05:37:39 pm »
I quite honestly cannot read them at all.

Also, just in case you missed it:
GreatWyrmGold, can I change my faction? I thought that I'd be getting into a Medieval/Low Fantasy game, not a two-page discussion about magical fire-arms.
How do you want to change it?

And is it the handwriting or the lighting that makes them unreadable?

46511
DF Suggestions / Re: Salmonella Poisoning from Raw Eggs?
« on: October 01, 2012, 05:36:26 pm »
You can't eat raw eggs.
If you make a creature lay eggs where at least one of the egg materials is edible raw, then dwarves will eat the eggs raw. Or at least they should, according to disassembly.
...Huh.
Well, eggs aren't like that in vanilla.

46512
DF Suggestions / Re: Vector based font
« on: October 01, 2012, 05:36:07 pm »
That seems overly complicated and like it would make it harder to modify new tilesets.

Besides, DF has ASCII-style graphics; if you're here for the graphics, you're in the wrong place.

46513
Starting Dwarf Numbers: Why not allow this to be set anywhere from 1 - 200? It's up to the player to decide what they want. Default it to 7.  Some people just want to build a megaproject, why make them wait?  Some want to do a solo run.  Great, set it to 1, off you go.  I see no real issue here, obviously starting supplies may also need to be adjusted upward.
If you want a starting population of less than 7, after you embark station 6 dwarves behind a locked door with no food/drink, and Urist Stronginthearm's your uncle.  Since the initial 7 start out as only "Passing acquaintence"s (what, they don't talk in the wagon?) you will suffer no ill effects.
If your migration waves are too big, a similar approach will both eliminate the current problem and discourage the next wave to your "terrifying place".
--Joe
This is kinda dumb. A: Ghosts. B: A poor workaround is no substitute for an actual feature.

My thoughts: Migrants of the "hale, hearty settler" variety should come in fair numbers when your settlement is small, then in decreasing numbers. Once your settlement is rich and comfortable, other migrants should come, but in fairly small numbers. And while starting dwarf numbers could be adjusted on the embark screen, it would cost quite a bit for more dwarves than the traditional seven.

46514
DF Suggestions / Re: A tag to make genetics less homogenous.
« on: October 01, 2012, 05:23:05 pm »
What genetics should dwarves have though?  I'd consider them close enough to humans to possibly interbreed, but others may disagree.  In that case would they have more chromosomes, or less?
Probably the same number, but why would chromosomes need to be simulated?
More to the point, HOW would they be simulated?

46515
Forum Games and Roleplaying / Re: Feudalism Rethought
« on: October 01, 2012, 05:00:48 pm »
Uhm rifles is a bit advanced for this isnt it?
note experimental and i only have 100 people wielding them, my design for them was only few can carry them due to the skills needed to wield the new weapon and the complexity of creating it (this isn't a regular rifle that can be churned out in 2 weeks, the rifle requires at most a year to produce from acquiring all the necessary alchemical ingredients then the long enchanting period. With this allotted time few of the craftsmen dedicate their time to create this weapon and maybe only 5-10 rifles are made a year.
So, they're alchemical rifles? Fine by me. Just don't expect more reliability than early firearms...and possibly less...

Magic in this world must always have a source. It can come from within the magician, which is reliable but weak. Mages who master this type of magic are called sorcerers. It can come from a higher being, which is fairly reliable and moderately powerful but requires the being to agree with your requests. Finally, it can come from nature in some form, which is powerful, but typically focused on one type of magic and the least stable kind of magic. Alchemy is mostly trying to refine and use natural magic. Finally, you can draw magic from magical items, which is safe and potentially powerful but permanently depletes the item's magic. Enchanted items may either be made by investing an absurd amount of magical energy into it or casting a spell on it and modifying it to draw magic from nearby sources.
Anyone can learn magic if they have dedication, but typically only nobles and the one in a hundred to be talented do. There are exceptions, of course. Bear in mind that not all mages are powerful; unless they train a lot, they usually can't get past party tricks and little household magic and such. Mages who go beyond this low level of power are called wizards.
Magic resistance is possible to enchant; it was one of the first things to be researched once organized magical research began. However, without some of various alchemical ingredients, it's very costly.
Sound good?

-----

By the way, I've drawn up a couple maps. Look at them and decide which one you like better, and post which one you prefer and why, as well as what you dislike about the one you chose and like about the other.
Both are unfinished. If there's an overwhelming consensus, I'll simply spruce up that map.

Warning: The maps are kinda big. Also, the first cut off part of the top; there's some Northern Tribe lands near the Bloodraven border and Ragoth is that dot near it; and the second got turned 90 degrees somehow.
Spoiler: Map One (click to show/hide)
Spoiler: Map Two (click to show/hide)

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