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Messages - GreatWyrmGold

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48526
I think preferred materials add a multiplier onto value. There's no hard-and-fast rule; it depends on the materials in question and the relative skills of the workers.

48527
Forum Games and Roleplaying / Re: The Bay12 Space program - Open discussion
« on: September 11, 2012, 03:41:24 pm »
We would of course need the support of the locals. A good way to ensure that would be schools, employment, infrastructure projects etc.

Pros: Not having a guerilla movement in our area, more and more loyal soldiers, good PR
Cons: Expensive
Pros outweigh cons. What good is saved money if we need to use it to hire mercenaries and deal with guerillas?

48528
Roll To Dodge / Re: Roll to Gladiate--DF-inspired RTD tournament!
« on: September 11, 2012, 03:39:10 pm »
One more spot!

48529
Forum Games and Roleplaying / Re: Word association game: Ten thousand
« on: September 11, 2012, 03:35:35 pm »
Hopsters
I am odd.

48530
DF General Discussion / Re: Devlogs from 2050
« on: September 11, 2012, 03:32:38 pm »
Added slavery, multiplayer, and playability of non-dwarven races. I am not saying this under coercion by dwarves.

48531
If they lived in caverns, they'd be cave dwarves.

I imagine that hill dwarves might decide to try some of these juicy red berries their kids keep telling them about, or learn the uses of longland grass from humans, and decide to supplement their plump helmets and rock nuts with longland flour and strawberries. And that's assuming they don't discover sunshine, which would swiftly become a luxury export, especially once supply and demand come into play.

48533
DF Community Games & Stories / Re: The Arena : Dying Changes Everything
« on: September 11, 2012, 03:16:09 pm »
Yes!

48534
Create an undead horde, sic them on a town, raise the dead of both sides, repeat until the town runs out of people you can find. Raise all corpses you find as you leave town. Fast-travel between a few towns and other places as your undead army grows.
Ehh, awesome idea, but wouldn't that generate unlimited hair zombies and things like that?
...No, those only happen by butchery. And if so, what's the problem?

48535
Imagine if it rained vampire blood, then make everyone drink from the murky pools.
Vampires are not a race, they are individuals with an infectious syndrome. This syndrome disappears after the blood mixes with other blood of its race.

48536
DF Gameplay Questions / Re: is there a way for giant insects to breed?
« on: September 11, 2012, 03:10:54 pm »
Giant gastropods have no gender, so hurry up and slaughter them before they die of old age!
The other bugs probably just lack the CHILD:X tag, so give them CHILD:1 in the region raws.

48537
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 11, 2012, 03:06:10 pm »
Once guilds and apprenticeship and stuff kick in a dwarf could take up apprenticeship with a (High/Grand)-Master until he has become Accomplished in his trade.
Then, everything up to Grand Master should be done through self learning, and after receiving a Master title they can take in apprentices themselves.
But most importantly: i believe that becoming Legendary in a trade should no longer happen through experience gain, but only through strange moods at Master+ level.
This would make Grand Master the experience-cap and make Legendary dwarves actually legendary.
All non-possession moods should grant legendary skills, and legendary dwarves should be possible outside of moods. I'm not saying that a year of mining should grant legendary skill, I'm just saying that a dwarf should have other options open to him.

48538
Roll To Dodge / Re: Roll to take over the world(Turn 6: Town? What town?)
« on: September 11, 2012, 03:03:07 pm »
I've decided to change my mind. This was inspired by the suggestion of "Twilight fangirls" under hive mind, and also by a character from one of my father's D&D campaigns.

Name: Alexander Dark
Species: Vampire, ancient
Age:  Around 1,250.
Gender: Male
Archetype: Mix of hive mind and dark wizard, pick whichever fits better.
History: Born during the third world, Alexander became a vampire whilst adventuring as the party wizard. He became an assassin and a demonslayer, among other things, but his most notable accomplishment was discovering how to make blood slaves, humans with watered-down strengths and weaknesses of a vampire and which are bound to their creator like his hands or eyes. Recently, Alexander has been taking advantage of the loathsome book Twilight to build an army of preteen blood slaves, who can return to their family and act like normal if he so wishes. His motivation for taking over the world is simple: It is one of the few interesting things he hasn't done yet.

48539
DF Suggestions / Re: Longer Chains
« on: September 11, 2012, 02:58:36 pm »
Non-tame grazera don't need to eat.
Longer chains have a lot of potential use in all sorts of things, from jails to mechanics, so it's probably planned.

48540
DF Suggestions / Re: Literature, libraries, and papermakers.
« on: September 11, 2012, 02:56:33 pm »
Alright, so bibliophiles spending tons of time reading would indeed lead to mass biblophile burnings once players get involved.

But there would not be many merchants or people who would need to read. How many of your dwarves need to read right now?

...Let me think about that. How were literacy rates in the 1300s or 1400s?
Higher than you might think, particularly in cities. Your average farmhand or labourer could muddle through without, but skilled tradesmen, merchants and anyone else who owned property or needed to keep even the most rudimentary financial or inventory records would need at least to be able to read and write a little.

Most dwarves count as skilled tradesmen, and almost all own some kind of property. Unless it's just on loan from the fort leader or something, but it's dependant on dwarven politics.
Besides, the written signs in towns testify to high literacy rates.

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