Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3301 3302 [3303] 3304 3305 ... 3706
49531
Not bad. It could benefit from some better punctuation and formatting, but that's about all.

49532
DF Suggestions / Re: God Mode :P.
« on: September 01, 2012, 10:27:51 pm »
Have you ever seen a god killed, even when the rest of the world has been dead for ten thousand years save for mere animals?

That happened to me once, with accidentally removing caverns from the advanced worldgen and having it generate 10,000 years. One kobold civ, one dwarven civ, both starved within a few years. The gods? They were hunky-dory, watching a parade of allegedly-significant animals settle in lairs and die of old age.
Mortals are unlikely to worship a deity which won't give them anything over a dragon or demon or something which will kill them if they don't worship it, and can use some supernatural abilities besides.
Curses, miracles, just proves my point.

Okay...
My first original point was never addressed in either part.
My second was only partly addressed, and that assumes that the gods are using the full extent of their power (or close to it) right now.
My third was not touched.
There are still other points.

-How the heck would you manage to simulate a world of mortals in anywhere NEAR the level of detail Toady would want, especially once we reach situations involving player-created forts and adventurers?
-How would you convince the player to do what the mortals want? Again, DF gods don't seem very dependent on prayer as of yet, and they might never be. Even if they are, there's always the ever-popular "no more flooding of the entire earth if you worship me, just flooding parts of it" promise (or a variation thereof).
-How could you simulate the abilities a true god should have?
-How would you simulate realistic rebellious worshipers? That's pretty important, as aside from the direct intervention of another god they're the only challenge you'll get.
-How would you make "God Mode" fun, Fun, and interesting?
-Above all...Why? DF lacks a god game mode, but it also lacks MMORPG and FPS modes; should we give it those, too? Running a fortress is as close to being a god as DF needs to be.

49533
DF General Discussion / Re: Dwarf Therapist CLI?
« on: September 01, 2012, 10:03:05 pm »
Meh, laziness is an acceptable reason. Perhaps paradoxical, but acceptable.

49534
DF Suggestions / Re: different techs for civs
« on: September 01, 2012, 10:02:20 pm »
More gameplay than realism?
1. What do you mean?
2. Why?

49535
DF Suggestions / Re: God Mode :P.
« on: September 01, 2012, 10:01:26 pm »
Well, define the abilities of a god. For now we know:

-Cannot be killed.
-Can give curses to mortals that displease them somehow.
-Can convince mortals to raise temples and armies in their name, and so we can infer...
-Can do some kinds of miracles.

49536
DF Modding / Re: Very minor modding - high boots
« on: September 01, 2012, 09:35:10 pm »
It's the same tag, just a different argument. In my experience, you can typically expect a civ to have something that's COMMON, but to be on the safe side you can make it FORCED instead.

49537
DF General Discussion / Re: Dwarf Therapist CLI?
« on: September 01, 2012, 09:34:12 pm »
Elves.
You use DT, isn't that enough for you? In my day (now), I had to assign each dwarf its own labors, uphill both ways in the snow! And I like it that way!

49538
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 01, 2012, 09:32:46 pm »
I had never heard of trip-hammers. They sounded...wait for it...trippy to me. If Wikipedia is reliable, you may have a point there.

How would you use power to help cook? Mechanical power, mind you, not electrical.

49539
DF Modding / Re: Very minor modding - high boots
« on: September 01, 2012, 09:26:05 pm »
Ah...
Wait, what does ARMORLEVEL do then?

49540
DF Gameplay Questions / Re: Floodgates as supports for controlled cave-ins?
« on: September 01, 2012, 09:25:31 pm »
floodgates' thing is that they themselves do not need support (doors too I think).
Wait, what?

49541
DF Dwarf Mode Discussion / Re: I can't seem to find the difficulty for me
« on: September 01, 2012, 09:24:08 pm »
You made some farms and locked your dwarves into a pretty fortress. In short, you made a nigh-indestructible fort.

You're playing a game with a semi-official motto of "Losing is Fun!" and are complaining when preventing yourself from losing is preventing your fun.

...See the problem?

49542
DF Dwarf Mode Discussion / Re: Dwarven war machine.
« on: September 01, 2012, 09:22:26 pm »
Read up on minecart weaponization. Add magma, water, and obsidian-based weaponry. Also add a device that drops a carpet of expendable animals (say, locking a bunch of female cats into a room and waiting) and drops a bunch of military dwarves on top of them--distractions and soldiers being dropped at the same time! Also use biological weapons (creatures put into 1x1 rooms behind fortifications, blocked off by raising bridges or floodgates or something when not in use), perhaps a bridge-a-pult, and somehow weaponize refuse. The refuse-weapon must be used on all necromancers, as much as possible.

49543
DF Community Games & Stories / Re: The Forgotten Beast Art Contest!
« on: September 01, 2012, 09:17:10 pm »
I can give this one a shot...skinless toad, enormous shell, deadly dust, rhythmic undulation, shot to death, upper body go...you know that the death-u-screen thing always shows the basic body part (i.e. upper body) as missing, right?

49544
DF Dwarf Mode Discussion / Re: HOLY MOTHER OF FUN !!SCIENCE!!
« on: September 01, 2012, 09:14:10 pm »
This is neither FUN nor !!SCIENCE!!, you liar-in-advertising. Sure, a necromancer king might occasionally raise nearby corpses and body parts, but who puts a refuse pile or a butcher's shop in their throne room anyways?
...Who does so when they're not trying to get their king attacked by zombies?

49545
DF Dwarf Mode Discussion / Re: cheap gold
« on: September 01, 2012, 09:12:13 pm »
Indeed. Gold has value because people are willing to pay for it; they're willing to pay for it because it's valuable. Hypothetically, gold could be worthless and granite could be the most valuable substance on Earth.

Gold does have a few practical advantages, though, like being able to be worked and hard to steal and kinda pretty.

Pages: 1 ... 3301 3302 [3303] 3304 3305 ... 3706