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Messages - GreatWyrmGold

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47611
I gave you one, the miracle of modern science, in the form of medicine for healing and radio and flight for the airstrike example.  It actually owes its existence to the medieval monastery, but other than that it and priests have little to do with each other.
Modern science may be considered a "miracle," but it was not connected to God in any notable way. Not directly; priests may have helped, but God did not. If He did, he thinks in odd ways and conceals His work well.

47612
DF Suggestions / Re: Let's Discuss: Multi-tile Trees
« on: September 19, 2012, 10:35:31 pm »
There used to be Bluegum trees that grew way larger than redwoods. In Australis. Yeah, the modern world has affected tree sizes some.
In savage areas with enough rainfall, there's no reason trees shouldn't be able to grow to redwood sizes or beyond.

I think we can agree that a basic framework for toppling things would have a lot of potential applications beyond trees.

47613
DF Suggestions / Re: Ghosts as a regional interaction
« on: September 19, 2012, 10:33:16 pm »
Centaurs aren't considered high fantasy, they're considered to not exist. Just like how gnomes don't exist in Lord of the Rings. Are you going to argue that short, mechanically-inclined people are more high-fantasy than demons of the darkness below, almighty wizards, and the Valar, just because gnomes don't exist in the Lord of the Rings?

Besides, your argument for why centaurs should be low-fantasy is fallacious; DF has other 6-limbed creatures, many more bizzare than the centaur. Clearly it's not that centaurs are too "high-fantasy" for DF, it's just that they don't exist.

Anyhoo, what do you mean, "My suggestion allows a more diverse selection for different peoples beliefs on ghosts, as peoples opinions do vary more than the game allows?" Are you suggesting that DF conform itself to every belief possible at once, just to avoid upsetting people whose beliefs on the subject of spirits isn't the same as the reality in a fantasy game? I really don't get that.

If ghosts are supposed to appear in ALL regions, maybe, but it strikes me that unless you completely prevented ghosts from spawning that would leave no room for modded ghosts. I do admit, however, that if interactions could summon ghosts, there would be a lot of neat new opportunities opened up.

47614
Roll To Dodge / Re: Roll to Survive: A Mystery/Survival RTD
« on: September 19, 2012, 10:00:44 pm »
Excellent. I'll write something up in the morning...Wha, Robert had something? How'd I miss that?

Just for my notes:

"Victor"
Keep heading for the university and try to avoid being seen by anybody else who's on the streets.
Jessica packs her belongings into the car and waits patiently inside it.
Eric curses into the air loudly, First my weapon stash got raided somehow, and now the entire city's streets are choked! I can't get locked up here, maybe the metro is still up. Hell, if it isn't running maybe running the tracks will be faster than wading through the streets

Eric Romani: Check the nearest metro station, if the lines aren't running, brave the tracks.
'Fuck, Fuck, Fuck! What the hell is going on! Are we infected or something why are they shooting?'

These thoughts ran through Robert's mind as he ran in the exact opposite direction of the breach, grabbing any nearby attractive girls/friends that he can pull away from the gunfire with him.(without putting himself in too much danger)
"Robert"
Robert turns and runs full pelt down along the barricade and along the university fence looking for a spot that does not appear to be guarded.
Climb over if he locates one and quickly head away from the university.

Phillip Anderson attempts to speak face to face with Captain Samson.

47615
Forum Games and Roleplaying / Re: Corrupt a wish!
« on: September 19, 2012, 09:57:37 pm »
You get such a ring. Sadly, it does not come with time or space travel, the Jedi are long extinct, and there isn't much Force in this galaxy.

I wish my Utahraptor was happy.

47616
DF Suggestions / Re: Let's Discuss: Multi-tile Trees
« on: September 19, 2012, 09:56:09 pm »
Toady seems to like making frameworks for future expansion, then promptly diving into such future expansion, which leads to more expansion, etc, before stopping himself from finishing the game this update.
That's true, but special physics for trees could also have some of the same advantages. The difference is, the particular act of tipping is not needed for current future expansion plans, but would make falling trees a lot more natural. It is, I suppose, possible that Toady will make the framework for capsizing boats, but I think it unlikely. That's why I labeled options 6 and 7 as special physics -- there are parts of it that are not likely to trivially connect to any other situation. It's still possible that some aspects of the special physics would be used for multi-tile structures, but the bulk of it is unlikely to be.
It's also possible that he'll just work some sort of tipping thing into, say, cave-in code--removing the bottom support or whatever from a pillar might cause it to fall over, not just down.

47617
DF Suggestions / Re: Ghosts as a regional interaction
« on: September 19, 2012, 09:54:56 pm »
Does it ruin your suspension of disbelief to find dragons? necromancers? elves? goblins? titans? rocs? caverns full of monsters? sewers full of monsters? animalpeople? gnomes? kobolds? zombies? magical fog? sunberries? elves? grass made of feathers or eyes? DWARVES?

Seriously, do you believe in all of those and not ghosts, or are you just making an arbitrary distinction?

I fail to see why a ghost would only feel something in an area that raises the bodies of the dead, since the soul is not attached to the body after death. And if I were dead, I'd care about equally about the status of my body wherever it was.
Maybe ghosts could be different in different areas, but completely absent in most? No. That's rolling back progress.

47618
First off, find one reputable example of real miracles in the real world. Sorry to the religious types.
In a world where the most advanced medicine involves cutting out rotten flesh and setting broken limbs, and where the gods are real and willing to help their followers, the priests will probably be asked to heal. How much they can or will probably varies from priest to priest and from god to god.

Divine magic should not be a priest's primary purpose in the world, but it probably will be in the game. The church as a whole might have other purposes, but an individual priest in a fortress or joining an adventurer will be there to try and convert people and to grant some sort of miracles.

And as to certain gods favoring different things: Certainly, but even they'd probably be more likely to grant miracles to devoted priests than bards who were just sober enough to remember the gods' name. Besides, the two need not be mutually exclusive.

47619
I settled a fortress on a bridge, in a wasteland, near a necromancer tower (like, one region tile away). The world has no elves but seems otherwise normal. I'm using vanilla and hope to minimize exploits.

GOALS and CHALLENGES:
Feel free to suggest more, but I reserve the right to ignore them.
    Create a gatehouse on the road,
ideally near the bridge, to theoretically allow the dwarves to charge tolls to passers-by. This gatehouse should include the trade depot.
Create a thriving glass industry (the wasteland hills have tons of red sand and some black sand, too). Supplement this with pottery.
Find some way to require trade for good fortress function, probably involving a minimal metal industry.
[/list]

You may, of course, request dwarves.

And now let's begin. Again. NOTE: Due to aquifer issues, the first attempt at this was abandoned.

-----

Sandstone 17, 175
Welcome to the red desert! I'm GreatWyrmGold, your glorious leader!
What do dwarves love? Metal! But there's a bunch of problems with making metal yourself; you need to mine ore, get fuel, smelt, forge...so much work. Much easier to buy metal off of others' work. So, here's the plan. We've been told to settle somewhere in this "rocky" wasteland. I have a destination in mind:A road through the desert, between two human nations. Here, the road crosses a river just north of a small waterfall. The scenic location and hope of easy wealth will attract settlers, while the road will attract traders who will bring precious metal to us, no work required!
There's only one downside: There's this crazy dwarf nearby with a bunch of apprentices and a bug bunch of creepy servants. I'm sure we have nothing to worry about, but we're going to keep a low profile just in case.
One last thing, they say there's an aquifer here. We'll do the best we can with the wagon and what wood there is around to break through it.

---

Granite 1, 176
We made it, right on time!
There's the road, a not-particularly-visible band of sand, indistinguishable from the surrounding sand. There's the bridge, made of chert blocks, and the waterfall, almost 100 yards downstream of the bridge. We park the wagon within several feet of the river's east bank and 150 feet north of the bridge. Around 400 feet east of the bridge is a hill where I think would make a good entrance. Maybe we could set up the gatehouse on the bridge and have a tunnel leading there. Meh, that's a worry for the future. Anyways, we're slaughtering the horses as soon as we have the setup--there's no grass around and we're almost out of fodder. Other supplies are low, too--four barrels and a bit of each type of alcohol, a few barrels of meat and fish, a barrel of plump helmets, some seeds, and various other supplies, including lye for soapmaking. We probably should have brought wood or stone, but it's too late now. Ah well. We're going to make a grand opening hall, twenty-five feet across and ten feet high, carved out of the sand with fine dwarvish digging! Then we'll dig down to find the aquifer and go through it. But that's the future, and this is now. Now, we need to celebrate. We'll just about finish some of the mostly-empty alcohol barrels and crack open the last cask of salted draltha spleen. Then, we must...
STRIKE! THE! EARTH!

-----

I'll update as often as I can play.

47620
Forum Games and Roleplaying / Re: Word association game: Ten thousand
« on: September 19, 2012, 09:28:54 pm »
Can I haz cheezburger?

47621
Roll To Dodge / Re: Roll to Survive: A Mystery/Survival RTD
« on: September 19, 2012, 09:24:29 pm »
Anyone can suggest an action for anyone, especially Robert.

Yes. I've been saying this every time this has come up for a while now, as well as in the OP. While I give the suggestions of the original creator of the character precedence over suggestions by others, I also accept suggestions by others.

47622
DF Suggestions / Re: Let's Discuss: Multi-tile Trees
« on: September 19, 2012, 09:22:34 pm »
I think that, at least in savage biomes, there should be able to be trees as big as the biggest of RL trees without elven interference. Just a personal opinion.
I agree. Or possibly if it'd be better to tie that to the sphere-lands whenever that gets revamped as well.
That would mean that, assuming minecart tile measurements are used for trees, the biggest trees in non-elf-affected areas would probably be around 5 tiles across, and dozens of tiles tall. (25-20 is multiple dozens.)
How much would elves affect normal trees (1-tile trunks, maybe 4-6 tiles tall by my calculations (if trees average around 50 feet or 15 meters in normal forests/areas) or ginormous trees (4-5 tiles trunks, dozens of s-levels tall)? And how big should branches be?

Thinking over that a bit, it'd probably be easier to just give the elves a special kind of tree they grow for their retreats (featherwood mayhap?) than to try and set up rules for modifying existing ones into fitting certain criteria. That's not to say they wouldn't have any effect on the rest of the flora as well of course, but guess that's more of a flavour thing :>
Why not just have elves (or creatures in forest retreats, rather) increase the size and number of plants?

Quote
Branches for such giant trees I guess would be a tile on their own in width after quickly perusing some images of redwoods. Those trees sure are massive. Giant trees should still be fairly rare imo though outside of elven settlements.
Makes sense...except that, since RL redwoods required no elven magic to reach their size, at least some 100% natural trees, at least in savage forests, should reach such massive proportions.

47623
DF Suggestions / Re: Ghosts as a regional interaction
« on: September 19, 2012, 09:20:42 pm »
On one hand, this makes some sense from a world perspective, depending on ghost lore.

On the other hand, this makes no sense from a game perspective.

Overall, why would ghosts not care about being memorialized in certain areas? Also, giving dwarves [CANNOT_UNDEAD] makes them not turn into ghosts.

47624
So bones suck ass, but would a artifact be any better. A yak bone battle axe, decorated with yak leather.

What metal do you think it would be closest to?
Might I reccomend giving it to your captain of the guard?
As a symbol of office, or because it is good.
Symbol of office.
I'd be careful, though. Artifact bone weapons are supposed to be murder on unarmored targets, and don't CotGs deliver beatings?

47625
Roll To Dodge / Re: Roll to Survive: A Mystery/Survival RTD
« on: September 19, 2012, 09:11:55 pm »
Phillip, Eric, Jessica, and Victor have actions. Robert needs some. Anyone can suggest an action for anyone, especially Robert.

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