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Messages - GreatWyrmGold

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48946
DF Gameplay Questions / Re: World Gen is Much Slower Than I Remember
« on: September 08, 2012, 04:05:31 pm »
I thought Golden Ages where when there were no wars going on, rather than no megabeasts.
No, it's when civilized beings rule the world unquestioned, ie no megabeasts terrorize them. War is civilized, especially the way worldgen does it.

48947
DF Gameplay Questions / Re: Pantherroars a Lead Chest!
« on: September 08, 2012, 04:03:43 pm »
Artifacts out of halfway-decent materials will outperform all but the best steel weapons and armor of the same type.
I don't think lead counts as halfway decent, though.

48948
Making rock block walls is more efficient than raising rock block bridges.

10x1-tile bridge: I think three blocks, maybe four, plus one rock for a mechanism to raise it and one for a mechanism for connecting to the lever. Three rocks total. This doesn't account for the mechanism to build the lever, BTW.
10-tile wall: 10 blocks, 2-1/2 rocks total.

Walls also don't require architects, mechanics, or lever-pullers; a tile of wall has two jobs, make rock blocks and build building; the former is split between four chunks of wall, so it's more like 1.25 jobs/tile. The bridge needs a mason to make blocks, a mechanic to make mechanisms twice, an architect to design the bridge, a mason to build it, a mechanic to link up the bridge (effectively two jobs), and someone to pull the lever (which I won't count, to be nice and account for the above choice of counting). That's 7 jobs...okay, 0.7/tile, but still, you need to runfrom fort to bridge a lot. Also, your walls are susceptible to gremlins and crazy dwarves, not to menti0on forgetfulness.

48949
DF Gameplay Questions / Re: Bones of sentients species
« on: September 08, 2012, 03:54:39 pm »
If a body part is made only from bone and from material that rots, then you get the bone once everything else has rotted. Parts with nail or hair attached won't rot down to bones.
Cartilage is also an issue.

The most common method is dropping captured invaders down a deep pit and collecting the remains. The second most common is doing that to elves.

48950
DF Gameplay Questions / Re: Fey mood dwarf not taking materials. (Fixed?)
« on: September 08, 2012, 03:53:00 pm »
...Burrow? Something with paths opening up?

48951
DF Gameplay Questions / Re: Saving metal bars with armour
« on: September 08, 2012, 03:52:21 pm »
Shields take one bar.

You could make gold shields via reaction, though the forge isn't a workshop you can add reactions to. I usually keep a set of blank reactions and workshops in the raws, so that I can 'add' them mid-game if necessary.

No need for a reaction, just set the raws so that golden armor is allowed.

48952
I don't think that normally adopting critters merits an announcement (although cats adopting dwarves does), and I know that the chicks will only be adopted if the vampire likes chickens.

Look at suspicious dwarves for lack of food/drink/sleep-related thoughts and needing alcohol.

48953
DF Dwarf Mode Discussion / Re: *Spoiler* diplomat (not a clown)
« on: September 08, 2012, 03:44:54 pm »
Clowns can trick human civs that they're gods; they then occasionally arrive as diplomats. How nice of them to personally come to negotiate trade agreements...

48954
DF Dwarf Mode Discussion / Re: the most dangerous type of lycanthrope
« on: September 08, 2012, 03:43:38 pm »
Wait, werebeast militia bad?

No hunger, thirst, or injury...turns into an elephant/dwarf thing every month...axe lord...sweet.

* They hunger
* They thirst
* They injure
    *They just don't really mind it in the long term.

Also it's better to train them as a wrestler/biter first, then give them a weapon to specialize in. They become unstoppable.
Supposedly, thirst and hunger get cured by transformations, and werebeasts transform often enough to avoid death by either.

48955
DF Dwarf Mode Discussion / Re: Strange and Wild Landscape
« on: September 08, 2012, 03:41:24 pm »
...Save?

I suspect it's a deep-valleyed, ginormous river. Which sounds AWESOME.

48956
DF Dwarf Mode Discussion / Re: Strange kidnapping
« on: September 08, 2012, 03:40:35 pm »
Suppose its no weirder than a 28year old child...
BURN IT IMMEDIATELY IT IS A VAMPIRE
No.  He became an adult on his next (first at the fortress) birthday, according to the person that got him as a migrant.
It's a worldgen migrant bug.

48957
DF Community Games & Stories / Re: The City of Glass; Succession Fort
« on: September 08, 2012, 03:39:06 pm »
Wait, does this mean it'll be my turn soon?
Neat.

48958
DF Modding / Re: BOOZEFISH!!!!
« on: September 08, 2012, 03:32:11 pm »
Maybe make them milkable for their alcoholic blood?

48959
DF Modding / Re: Delioth's Inventions
« on: September 08, 2012, 03:29:41 pm »
Slightly off-topic:
On our SS13 server we have a modified Changling mode in which the arms and legs when torn off of you, come to life and attack people, so I'm wondering if it wouldn't be possible to have something similar to this.
BayStation 12, right?
D2station http://www.bay12forums.com/smf/index.php?topic=114426.0
Link's broken...

48960
DF Suggestions / Re: Literature, libraries, and papermakers.
« on: September 08, 2012, 03:28:26 pm »
Hm, that's right. Of course, we're not going to expect everything from 1400 and earlier in--at least I won't. Still, with the number of signs with writing on them in human towns and such, a high literacy rate is inferrable.

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