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Messages - GreatWyrmGold

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48556
Roll To Dodge / Roll to Gladiate--Fantasy RTD Tournament! Round 4...Fight!
« on: September 10, 2012, 10:13:32 pm »
The idea is simple. Eight players sign up and create a gladiator, of a DF species and profession. Megabeasts, semimegabeasts, procedurally generated creatures, and creatures that can't breathe air are off-limits, but anything else goes! Note, however, that if you choose a troll when your enemies include three dwarves, two humans, a goblin, a yak, and a cat, they're getting special advantages over you to balance it out.
Once we have eight competitors, I will assign them into pairs and they will start battling! Each combatant in a fight gets one action, then I resolve the actions simultaneously and you can start again. Repeat until one has defeated the other. Once the first round is done, I will assign the winners into pairs and repeat. Once someone wins, they get a special prize of some kind and we probably start again. The winner and second-placer get into the next tournament automatically, and others can reserve spots during the first tournament.
The most important rule is that fun is more important than winning.
Required Information for Gladiators:
Race
Profession, if any
Some level of description and/or background

Who is ready to rumble?


Spoiler: Supplementary Rules (click to show/hide)

48557
Roll To Dodge / Re: Roll to take over the world(Turn 6: Town? What town?)
« on: September 10, 2012, 09:51:54 pm »
I think some leniancy in letting us pick up followers and resources quickly and massively until we get up to par would be fine.

48558
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 10, 2012, 09:50:35 pm »
PM I just got:

Quote from: hanni79
Heya, I don't want to clutter the thread, so I thought it's better to write you directly

Regarding to "Average is around 1000. Take that into account."

No, I won't ^^ Like you said, those numbers are, well, wrong. All those numbers were purely to demonstrate the underlying concept, so I won't argue about them.  Also I read some days ago, that the median attribute value is quite a bit higher than 1000, which I also tried to take into account. I'm talking about the values how they are actually generated on dwarves, not the theoretical average.

I think a 50% drop in Exp gain for only being average would be a bit hardcore, too. On the other hand I have to admit some professions get too easily to Legendary level. In the end I myself would plead for some harsh Exp cuts for the lowest categorys ( like Strength 0-250 and 251-500) and some slim extra Exp gain for super high values.

Greets, Hanni79

Let's focus on saying that average is not around 1,000. Many, perhaps most, of the attributes list the upper end of their highest of the "below average" descriptors as 750 and the lower and of the lowest of the "above average" as 1,500. Almost all seem to have the best of the below-average under 1,000, and the worst of the above-average above it. And if you had said something like "on the lines of X," I wouldn't have disputed the numbers. Much. And great dwarves should get notable boosts to skill learning rate.

That's all, continue on from here.

48559
Forum Games and Roleplaying / Re: Village Evolution
« on: September 10, 2012, 09:43:46 pm »
Something just hit me.
...magic users may...go out of their way to go to a library.
Hm, how do you make books?

48560
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.

48561
Forum Games and Roleplaying / Re: You own a interstellar mercenary company!
« on: September 10, 2012, 09:41:13 pm »
if we get caught: Say that we're looking for the med-bay.
Good idea. I agree.

48562
Roll To Dodge / Re: You are the villain
« on: September 10, 2012, 09:40:21 pm »
It's been a while since I updated the OP...There!

48563
Forum Games and Roleplaying / Re: An adventurer is You!
« on: September 10, 2012, 09:35:58 pm »
Flint and steel is used to make sparks, in case you didn't know. You'd need something to burn.

48564
No. Unless you somehow gave elf blood a syndrome that made anyone in contact with it really happy, somehow.
It also makes me wonder would they dance if it was beer rain?
Given the current system? Freak out. Probably because beer allegedly smells horrible.

Hey, If you do this in a blood biome, what wil you think of the ones where it makes husk clouds?
I can empathize with your fear though.
Probably expect that since the blood rain was nothing, this will be nothing...and then die horribly once proven wrong.

48565
No, most of them just respawn. You can, however, keep killing the same human thousands of times, or recruit half a dozen of the same swordsman. At once.

48566
DF Dwarf Mode Discussion / Re: the most dangerous type of lycanthrope
« on: September 10, 2012, 09:31:36 pm »
Supposedly, thirst and hunger get cured by transformations, and werebeasts transform often enough to avoid death by either.
Yes and yes, but they'll still want to drink and eat and charge :P

Being caught after transformation in battle is the worst case scenario I can think of. Then again, there's not like to be anything alive after an Elite Wrestler were-creature takes to the field, and even then it's still a naked elite wrestler.

I'd just lock up the werebeast somewhere. More resistant against injury, less against age...I'd say it'd be a great craftsdwarf, just have stuff dumped to it and have it dump stuff back down.

I never had success with such setups - when they go nuts they break down their workshops and it requires some micromanagement to have them rebuild or stop them from destroying it they flip back to dwarf before they're done. Once I tried exiling a wereskunk or something to the caverns with a pick in order to seal the complete cavern layer but i got bored and forgot about him, and then a croc had him.
There's your problem. Lock them in a room with a hole in the top for supplies, a workshop, and a hole in the bottom to chuck stuff down.

I'd just lock up the werebeast somewhere. More resistant against injury, less against age...I'd say it'd be a great craftsdwarf, just have stuff dumped to it and have it dump stuff back down.
1. Unless faced with x metal, which you have no real way of finding out sadly. However a were-creature armoured in the material it is weak against would ironically be near indestructible, till the full moon at least. That would make a good movie plot, where the pro/antagonist has to wait for the full moon before engaging the big bad in 1vs1 battle.
That would be an awesome plot.

Quote
2. Nanomage summed it up pretty well. If you want an immortal craftsdwarf choose a vampire. Were-creatures don't age sure, but they're better working in the firing line.
I take what I can get, and vampires still need booze. I dunno if weres slow down after a while...

48567
DF Community Games & Stories / Re: The City of Glass; Succession Fort
« on: September 10, 2012, 09:28:55 pm »
Where's the save?

48568
DF Community Games & Stories / Re: Hopestarved:succession game
« on: September 10, 2012, 09:28:28 pm »
...Is it supposed to only let me unzip it with WinZip? Why can't I explore it with the usual Windows unzipper thing?
Oops sorry I used winrar to zip it. You need to download either winrar or 7zip to unzip it. If wait a few hours i'll zip it with winzip in a few hours time. :)
I'm patient.

48569
DF Dwarf Mode Discussion / Re: A Forgotten Beast is YOU!
« on: September 10, 2012, 09:27:57 pm »
Around 6'1". Or over 100 feet long.

48570
DF Gameplay Questions / Re: Necromancer?
« on: September 10, 2012, 09:26:29 pm »
They have no use in fortress mode except putting them somewhere an adventurer can get them.

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