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Messages - GreatWyrmGold

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49546
Akura: Beekeepers will sometimes go stand where a hive used to be, even if someone else already grabbed it. Don't have more than one beekeeper. In fact, avoid beekeeping--it's more work than it's worth, what with needing to make hives, screw presses and jugs (which have no, minimal, and no use outside of beekeeping) and only getting a little alcohol, a tiny bit of cooking material, and some tiny bit more crafting material out of it, as well as needing two completely and one mostly specialized professions to do it, one of which (a completely) the skill level actually matters for.
Also, banning something you wouldn't do just prevents her from making another mandate. Treasure it.

Nyxalinth: Dude, the first cavern layer isn't always within 20 levels. Try looking, oh, 100 down and then complain.

49547
1. Forbid the bolts.
2. Wait for the dwarven caravan to come.
3. Pause.
4. Unforbid the bolts.
5. Mark the bolts for trade.
6. Unpause.
0 or 7. Give the dwarf in question wooden or bone gear, scavenged from elven soldiers or caravans and made locally respectively. Toss him in a danger room with a few wooden menacing spikes in it for flavor. If he survives, send him against the first goblin attack to determine his guilt. If not, destroy the body and engrave a slab before tossing the slab into a muddy pit.

49548
DF Gameplay Questions / Re: Too stupid to eat?
« on: September 01, 2012, 09:00:50 pm »
Farm lots of plump helmets--say, a 10x10 plot or two--and some pig tails and rock nuts. You should have all of your bases covered then. Embark with a planter, plus an herbalist and some food to get you started. That works for me, along with butchering spare critters; aside from occasionally adding a farm plot or dealing with seeds, I never need to worry much about food again.

49549
DF Gameplay Questions / Re: Terrifying-Joyous Wilds boundary
« on: September 01, 2012, 08:58:32 pm »
Rivers themselves are never more than one tile deep. They might be in deep valleys, which are impassible to anthing that can't fly or build bridges.

But anything can swim. Except sponges, they can only dodge.

49550
DF Gameplay Questions / Re: Making traders happy
« on: September 01, 2012, 08:57:27 pm »
I don't think traders will refuse deals if you sell them tons of large gems, but I could be wrong. It might be that the traders get more and more annoyed each time they have to make a new offer.

49551
DF Dwarf Mode Discussion / Re: Random Migrant Superhero?
« on: September 01, 2012, 08:53:17 pm »
Urvad: ONE! Okay, gimme a minute to recover....TWO! Alright, don't be rude and charge in....

I did some Legends-surfing, he was not made a hunter that I could find. For the most part, he migrated between cities a few times (and still has multiple citizenship, apparently). I don't know that my civilization has been at war as much as it just has been bordering savage lands. Urvad is now leading my speardwarves. He has 18 owned items (14 is usual for my fortress); the extra four items he owns are a giant free tree frog bone bracelet [killed two], a dingo hair ring [killed one], a copperhead snake tooth amulet [killed two], and a weasel tooth earring [killed five weasels and a weasel man]. Is this guy taking prizes or something?
Yes. Also, weasel man tooth is instantly distinguishable from weasel tooth by looking at the name.

Quote
The sad thing is, the way worldgen battles work, that strategy would be pretty good.

Clearly so: this fortress is made of veterans of wars. Either my dwarves are the 100 year descendents of demi-gods [not including my pair of First'o'Their Kind] or they train young.
I was referring to the fact that worldgen battles involve the two sides picking random warriors, having them fight, and then the winner faces a random soldier from the loser's side.

I got a non-vampire migrant once that had something like 400 kills, mostly animals. He was a swordsdwarf.
That's impressive. Swords aren't even considered top-tier weaponry.

i just got one with 239 kills...

all in the one jungle

No, Urist, pouring a bucket of water on an anthill doesn't count. You have to kill actually dangerous things like the rest of us.
Vermin aren't counted. A giant anthill, on the other hand...
Probably a hunter. Hunters hunt a lot. It's how they feed their families and get their spendin' money.

I had a 22 year old dorfette with over 600 kills....she took a disliking to some Elvis town and, with a few friends, wiped them out.
She can't help falling in hate with them.

Quote
That whole embark had some violent aggressive migrants.  All the farmers had killed a bear or giant cat before arriving, like some initiation rite they had to pass before getting membership to the Agrarian's Guild.
Man, those dwarves were awesome.

49552
DF Community Games & Stories / Re: Succesion game anyone?
« on: September 01, 2012, 08:42:38 pm »
Caverns have been done, but not often. Do it with enough panache and you'll be good. Heck, I'd join, regardless of panache status..

49553
DF General Discussion / Re: Interesting book titles
« on: September 01, 2012, 08:41:17 pm »
It's about one, specific human. Probably the author, which makes the last tile even funnier.

"errors in the Human" would be a great title for a book arguing against the special creation of man by the gods, though.

49554
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 01, 2012, 08:39:32 pm »
It would be a shame if every single power-able workshop would need a powered counterpart; seems like it would clog up the menu a bit.
Maybe. No more than having a magma option for every furnace is, probably, especially with hotkeys and the probability that not all workshops will have powered options. How much good would autohammers be for much of anything? Autoknives might be good for murder, but not for butchery or cleaning skin or fish. And so on.

Well, that right there illustrates the issue.  Take a forge, for example.  There would be a powered version and a non-powered version.  There's also a magma version and a non-magma version.  So, where would a powered magma version fit in?

Also, an auto hammer would basically be a trip hammer; a very useful device for a forge.

I'll freely admit to not having much of a clue about forging, aside from watching someone make a nail like they would back in the 18th century colonies recently, but it seems that forging something, especially a sword, requires a bit of dexterity and precision that a hammer pounding away unceasingly in the same exact way every few seconds would lack. I'll grant that power could have its uses in forging--bellows, certainly--but I'm not sure if a hammer, specifically, would help.
As to powered magma furnaces, you answered your own question. Heck, maybe there would be a separate powered workshops tab under the buildings menu (or the buildings-workshops submenu, pick your poison).

49555
DF Community Games & Stories / Re: Succesion game anyone?
« on: September 01, 2012, 06:58:04 pm »
Sounds Fun. Sadly, StNPO beat you to it, biome and all. Try something else, like forbidding the use of metal or forcing them to build aboveground or something creative like that.

49556
DF General Discussion / Re: Apparently Dwarves lived in Turkey
« on: September 01, 2012, 06:56:02 pm »
Well, there's a few possibilities.

1. Luck.
2. Live training. Say, the Turks see a rabbit and send their soldiers out to kill it.
3. Danger rooms. The wooden training spears would rot, and the stone mechanisms would probably break down or erode into unrecognizable stuff.
4. Some of the rooms might have been improperly identified barracks, training areas, or whatever.
5. The ruins aren't inhabited anymore, are they?

49557
Forum Games and Roleplaying / Re: The Bay12 Space program - Open discussion
« on: September 01, 2012, 06:42:21 pm »
Sorry to be a law-breaker.
Torture for fun should be OUTLAWED. It's sickening and will kill relations with Terra before we can get entrenched in our power base.

49558
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: September 01, 2012, 06:41:06 pm »
Could which, the angels thread or megabeasts demanding tribute in exchange for life and defense?

49559
DF Suggestions / Re: God Mode :P.
« on: September 01, 2012, 06:40:12 pm »
Meh.

1. Taking on an existing major figure is bound to have problems, and adding new gods out of the ether doesn't seem to fit DF's style.
2. Being a god, period, gives you a certain immortality and omnipotence (or at least power) that seems to violate DF's motto of "Losing is Fun."
3. We all know we'd just wipe out all life on the planet.

These are just the basic, surface issues.

49560
DF Suggestions / Procedurally Generated Cave Beasts
« on: September 01, 2012, 06:37:29 pm »
Has it occurred to you just how many cavern creatures in Dwarf Fortress are just underground-living variants of surface creatures? Here's a mostly-complete list:
Spoiler (click to show/hide)
Note that this list does not mention subterranean animalmen, creatures with multiple component creatures, creatures with uncertain but probable surface origins (such as voracious cave crawlers and
Two things I noticed about most of these critters:
1. They were mostly found in cavern layers 1 and 2.
2. Most are just "Cave X" or "Giant X" or something like that.
This probably makes it all the easier to make new cave beasties from scratch.

Here's the gist of my idea:
Many of the aforementioned beasts would be removed from the raws. Some favorites, like the GCS, helmet snake, and giant toad, should be left in alongside blind cave ogres and cave dragons (which have different depths than the rest, which matters--see below), and the non-cave-animal creatures. Some of the subterranean animalfolk would also need to be removed.
To replace them, a new system would come into play to make new cavern creatures. Creatures from biomes near caves, plus some from anywhere, would be randomly selected and copied into new files, sorta like how titans and forgotten beasts are put into files. The creatures would be given a new CREATURE: name, as well as getting a bunch of changes, which should and/or could include:
Spoiler (click to show/hide)
More ideas could be included.

The benefits of this idea include:
-More variety in cavern life
-Easier implementation of modded wildlife into DF's caverns
-Possibly, more Fun. Cavern layer 1 is often described as usually less dangerous than the surface, because the risks of hidden thieves or ambushes outweigh the occasional GCS or troll. Random animals could shake this up. Elephants were terrifying on the surface; imagine what they'd be like underground and blind! Well, about the same, except you can't see them.
-More mystery in the early caverns. Currently, caverns are just another place to settle, except that (since every fort has caverns under it) everyone knows the ins and outs of it. Again, adding random cave critters could easily make things more interesting.
-More interesting caravan choices and goblin mounts. The dwarven caravan is currently treated as little more than a way to easily get steel. Imagine if they brought deep bears and giant cave carp! The same goes for goblin mounts, except that goblins mounted on oversized, pale fish doesn't sound very intimidating.
-Verisimilitude. This way, most animals which live in the caverns could have gotten there, and any kind of animal can live there. This goes double in the case of low-fantasy creatures like unicorns and beak dogs; if giant, predatory mole rats and blind bears can live in caverns, why can't horses with horns and two-legged pack predators and such live there, too?

Summary: I propose that a system be implemented to allow random creatures to be added to the caverns, similar to current "Cave X" and similar creatures. This will mainly serve to add variety in its various forms, but will have other side benefits as well.

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