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Messages - GreatWyrmGold

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49561
DF General Discussion / Re: Apparently Dwarves lived in Turkey
« on: September 01, 2012, 05:50:37 pm »
Well, the invaders might have not brought buildingdestroyers.

49562
DF Suggestions / Re: different techs for civs
« on: September 01, 2012, 05:49:49 pm »
Hm, that's neat. I suppose that it's kinda like that now--if the goblins don't have access to iron ore, they can't make iron gear.

49563
DF Gameplay Questions / Re: Terrifying-Joyous Wilds boundary
« on: September 01, 2012, 05:48:12 pm »
Undead aren't amphibious, they just don't need to breathe and can somehow move around on land.

49564
DF Gameplay Questions / Re: Farming mechanics question
« on: September 01, 2012, 05:46:45 pm »
"plump helmet spawn" were made on-site.
"(plump helmet spawn)" were embarked with or imported.

49565
DF Gameplay Questions / Re: I need help stopping a Dwarven Reactor
« on: September 01, 2012, 05:45:55 pm »
Use zone designations to have dwarves take water out in buckets and dump it somewhere.

If it makes you feel better, you can cut down a forest to make the buckets and dump the water into magma.

49566
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: September 01, 2012, 05:42:19 pm »
Not really, all sorts of other things were suggested, like angels fighting a god's enemies, acting as messengers...look, just read the thread.

49567
DF General Discussion / Re: What Would Urist Do?
« on: September 01, 2012, 05:37:52 pm »
Nothing. The liquid is obviously Kadol's property.

What would Urist do with kryptonite?

49568
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: September 01, 2012, 05:37:09 pm »
Meh, not so much. It discussed such things as what angels would look like, what they would do, and how we were each trying to convince the other of the same exact thing, but with different words.

Fun times.

49569
DF Modding / Re: Hi-ho, hi-ho, it's off to mod I go....
« on: September 01, 2012, 05:35:21 pm »
I am 99.99% sure that you haven't modded another game extensively before prior to Dwarf Fortress.

Saying that DF raw modding has a step learning curve compared to most other games is utter insanity to my eyes.
Objectively, DF modding's learning curve is steep. Compared to other games? Not so much, although failures are more often playable and entertaining.


My biggest problem is usually finding the time, followed closely by finding a good idea.

49570
DF Dwarf Mode Discussion / Re: cheap gold
« on: September 01, 2012, 05:32:54 pm »
Well it's useful because of its value. Don't forget that value with and of itself is useful because it attracts migrants, goblonite, among other things. And even though gold isn't particularly valuable, it comes in huge veins (from my experience on default mineral scarcity).
Everything comes in huge veins.

I suppose the reason gold has historically been used as a measure of value is because it has another, non-monetary, value in its scarcity: stability.

If you have your family wealth in gold then, in a pre-industrial society, that's not liable to revalue over night. That makes it a safe option to build empires on.
Though why it even got any worth in the first place I don't really know... Shiny? Bragging rights?
(At least now it serves a function in electronics).
Gold is pretty and rare. In a world where coffee made from beans that have gone through another animal's digestive system is treated as a luxury, making money from an easily identifiable, shiny, unreactive, and fairly rare metal sounds perfectly sane.

49571
DF Dwarf Mode Discussion / Re: Zombie Dragon
« on: September 01, 2012, 05:28:25 pm »
Same with more evil regions, presumably.

49572
DF Dwarf Mode Discussion / Re: Attacking with Tunic
« on: September 01, 2012, 05:25:06 pm »
Flexible objects, like clothes, are not currently implemented. To get an idea of the beating the kobold is getting, imagine that the kobold used about ten times as much starch as he should have before weaving some metal rods into the fabric. And the getting hit by a dwarf for a while before losing his clothes.

49573
DF Dwarf Mode Discussion / Re: Tanks!
« on: September 01, 2012, 05:21:06 pm »
Probably not. The minecarts would probably run the goblins over before you could get the speardwarves to stab them.
That's no reason not to try, of course.

49574
DF Community Games & Stories / Re: The City of Glass; Succession Fort
« on: September 01, 2012, 05:18:24 pm »
Where's the save?

49575
My personal favorite artifact is a slade hammer that suffered planepacked syndrome. Decorations add weight right?
Wrong.

I have to say, I disagree with the whole Fractal Artifact idea. Were the artifact originally made with an image of itself on it as part of the design then, yes, it'd be fractal, but it seems to me rather that the design on the ring isn't part of the ring's construction, but rather a decoration on top of the standard artifact.

But dwarves who get possessed to make things like this are incredibly perfectionistic ("I need cave spider silk and ONLY cave spider silk will do! None of this Giant Cave Spider shit that's in the stockpile!") and therefore, once they decorate their beautiful artifact with an image of itself, they are compelled to fractalize it, as once they put this decoration on their artifact door or what have you, it is an imperfect image until the decoration itself is added onto the decoration. This continues on until the fractal loses its self-similarity at around the atomic scale - unless the dwarves have tools capable of carving individual protons, which, if they're working with Adamantine, they might very well have access to.
Technically, the dwarf probably wanted yarn or plant-cloth. The idea is pretty much right, though; dwarven artifacts have craftdwarfship of the highest quality. This implies perfection. This implies fractals. This implies that we will be arguing about it until dwarves figure out how to come out of our computers and kill us. Except for those of us who wisely kept DF in their flash drives instead.

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