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Messages - GreatWyrmGold

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49576
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: September 01, 2012, 05:12:50 pm »
There was a thread a while back about angels, a term which was agreed on to encompass pretty much all divine servants. Go look at it and see what you think.

49577
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 01, 2012, 05:07:38 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.

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I'm not sure about dwarves getting bad thoughts about drinking juice; when drinking grape juice, do you feel sad about not being able to turn it into wine? Frankly, dwarves should like plump helmet juice more than water, and "green" wine or beer more than juice. I guess there would need to be separate materials for green and normal alcohol.
Green wine/beer should certainly satisfy the dwarf's desire for alcohol, but it should be the lowest quality possible (though, if I'm correct, beverage quality only matters insofar as it relates to trade at the moment, correct?  I'd like to see that different).  The point of green vs. true drinks is really just to represent the time needed to properly age them, a key aspect for any alcohol.
Value also affects how much dwarves like drinking it, IIRC. Sunshine gives better thoughts than sewer brew, conclusivey proving that dwarves do not hate all good things or everything from the surface.
The note about additional materials was one that a modder would understand better than a non-modder, as are the explanations I could give. Which are you?

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On a related note, I really think that trading is to easy; I'd like to see prices scaled up much further depending on how much work is put in to produce them.  Combined with a more expansive and intricate production system, I think this would allow (possibly even require) more emphasis on specialization in the forts in order to meet the needs of the residents.
Well, it would have to be a per-unit thing; it takes a lot more effort to make a shoe factory than a cobbler's bench, but the shoe factory makes a lot more shoes. Something like this is probably planned.

49578
Forum Games and Roleplaying / Re: The Bay12 Space program - Open discussion
« on: September 01, 2012, 05:00:56 pm »
I'm glad I'm not just typing to a brick wall.

Idioms don't always age well, do they?

49579
Forum Games and Roleplaying / Re: The Bay12 Space Program - Logistics & Info
« on: September 01, 2012, 05:00:22 pm »
Hm, I didn't know that.

49580
DF General Discussion / Re: Mundane Quests Ideas
« on: September 01, 2012, 04:55:57 pm »
Dwarf: Oh, hello there, hale and hearty adventurer!
Adventurer: Do you have any quests I could do?
Dwarf: Oh, aye! For years, there has been a plague that has been afflicting our nation! It has leveled armies and slain kings!
Adventurer: (leans in expectantly)
Dwarf: I need ye to farm these plump helmet spawn for me!
Adventurer: (pauses) Goodbye.
Dwarf: Oh, aye, have a good day! May we meet again! (gets stabbed in head by adventurer)

49581
DF Modding / Re: Very minor modding - high boots
« on: September 01, 2012, 04:50:41 pm »
To make high boots always available change [SHOES:ITEM_SHOES_BOOTS:COMMON] in the entity in entity_default.txt to [SHOES:ITEM_SHOES_BOOTS:FORCED], or add it if it isn't there.
Usually, it's UNCOMMON if civs don't have it. I could be wrong, though.

Alternatively, modify high boots in item_shoes.txt such that they have [ARMORLEVEL:2] instead of 1 (or do that to low boots and not high; ARMORLEVEL is almost entirely functionless now, affecting only availability to civs, so both ways work the same).
Doesn't ARMORLEVEL actually affect where in layering armor goes?

49582
That guy would have to be Toady, Threetoe, Necro910, Footkerchief, Meph, Deon, NW_Kohaku, me, etc. That would leave him -1,253 hours in a day or so to do things like eat, sleep, work, and so forth.

49583
DF General Discussion / Re: What if Dwarf Fortress was a chess game?
« on: September 01, 2012, 04:48:06 pm »
Dwarven side:
King--Expedition Leader. If he dies, the entire party will roam around aimlessly until the fortress autopauses for some reason.
Queen--Magma. Is there anything magma can't do?
Bishop--Marksdwarf. Excellent at offense.
Knight--Pick a melee militiadwarf.
Rook--Ballista. Useful for defense.
Pawns--Recruits.

Goblin side:
King--????
Queen--Demon
Bishop--Bowglin, the goblinish marksdwarf.
Knight--Kobold. Maneuverable and harmful to your cause, if not technically goblins.
Rook--Lasher? I dunno.
Pawns--Snatchers.

49584
DF General Discussion / Re: What Would Urist Do?
« on: September 01, 2012, 04:40:55 pm »
Nothing. Urist is still a normal citizen. When a goblin comes along, though...

What happens when the goblin comes along?

49585
DF General Discussion / Re: Apparently Dwarves lived in Turkey
« on: September 01, 2012, 04:35:07 pm »
I doubt it. Thye probably just put up a locked door until they could afford a raising drawbridge.

49586
Forum Games and Roleplaying / Re: The Bay12 Space Program - Logistics & Info
« on: September 01, 2012, 04:33:31 pm »
Underground glaciers? You mean, like frozen aquifers?
I guess that could work...I'd still feel better in a more iced, less prominent location.

49587
Forum Games and Roleplaying / Re: The Bay12 Space program - Open discussion
« on: September 01, 2012, 04:32:24 pm »
Why am I not listed as F.O.R.G.O.T.E.N.B.E.A.S.T. yet?


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As for the person who put arse naked in the poll: seriously? In the bay12 forums? You might have well put a 'this poll is stupid' option.
Motion seconded, motion carried.
Motion denied. If needed I will enact the second mos popular option, but I refuse to restart the poll.
Its winning, so you would think that more people like then then not  8)
Clothing by profession is catching up. my option is a distant third. No majority, and I can make up my own rules from there. No one wants naked people. And if they do, their never allowed to wear clothes. Not even on spacewalks.
Motion seconded, motion carried.
I'd like to suggest that naked people be forbidden to use subways or other types of pressurised transport between sub-colonies on the Martian or Lunar surface.

On death penalty: I think it'll be outlawed in the constitutional draft except for circumstances where it is unavoidable and the criminal getting away is not an option. It should however be kept as a voluntary alternative to lifetime imprisonment/forced labor/test subject duty.

And the penalty for corruption and other forms of treason will of course be woodchippering.
Erm, lifetime imprisonment? You mean, saying "This guy can't be let free into either our colony or the wider system, ever, so let's lock him up and spend money feeding and housing him/her until s/he dies?" Unless there's some testing, feeding, laboring, or something going on there, I disagree.
And woodchippers are so messy. Unless you're referring to one of my pet projects.

death penalty seems a useless waste of resources , we could make them do eternal slavery , use their souls as toilet paper or other useful stuff .
Feeding them to a pet project would save resources, both on feeding projects and on housing and feeding inmates.

As to punishments: I think labor camps would be most efficient, and perhaps slightly less bad for PR than large-scale executions, if we keep the conditions O.K. For executions, I recommend Old Age, Chocolate, and Love. Those are three of the big monsters I'm planning to create.

49588
DF Suggestions / Re: Industrial Expansion Suggestions (more alcohol!)
« on: September 01, 2012, 04:17:53 pm »
Alright, I'll go over the things you suggested one by one.
Powered workshops: Sure. You'd probably need a specially-made workshop (probably including mechanisms), though. Also, workplace accidents with spinning sawblades and such should be implemented along with spinning sawblades in workshops.
I'm not sure about dwarves getting bad thoughts about drinking juice; when drinking grape juice, do you feel sad about not being able to turn it into wine? Frankly, dwarves should like plump helmet juice more than water, and "green" wine or beer more than juice. I guess there would need to be separate materials for green and normal alcohol.
Magma stills sound stupid but dwarfy. Maybe magma kitchens should also be implemented.

49589
Cant be possible to use smelter to use cloth material as a fuels in large quantities (10 socks as one wood pile) so that we can use old clothes in usefull way, making only adjustment to disowning everything that is taterred, and marking to new... definition, like melt, dump? (Burn this sh*t button).
Also we could use lets say two tattered socks to mend them to a new one.
I'm not sure if you could make socks into charcoal. Ash, sure, but not charcoal.

Cant be possible to use smelter to use cloth material as a fuels in large quantities (10 socks as one wood pile) so that we can use old clothes in usefull way, making only adjustment to disowning everything that is taterred, and marking to new... definition, like melt, dump? (Burn this sh*t button).

Also we could use lets say two tattered socks to mend them to a new one.

I believe it's in a few mods to use smelter or custom workshops to 'disassembly' cloth stuffs, I've seen some for wood furnishings/crafts too!

ed: Just noting that there're mods! Still would be useful to have something in default to 'disassembly' or burn non-metal junks.
Yes, but as far as I'm aware you can't use owned items in a reaction. The problem is the owned tag. If the owned tag could be cleared then there would be a large number of possible solutions, including a simple minecart route into a magma pit to dispose of clothing.
Correct; owned items can't be put to much of any task. Dwarves wouldn't like you commandeering their clothes, though...

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As for your smelter reaction, that would be easy to do. Just have a reaction to make a bar of coal, but each time you run the reaction is has only a 10% chance of producing a bar of coal, so on average it would take 10 items of cloth to produce one unit of fuel. Or you can adjust the chance that it produces coal higher or lower, depending on preferences.
See first note.

Maybe another idea could be for the clothiers workshop to have a patch worn clothing task. If you enable the job, a dwarf drops off a tattered item of clothing, and a dwarf with the clothesmaking skill using thread and cloth to patch it up.

Throwing out and replacing XclothesX would likely be better, and less time consuming, but my baron is upset about her worn mittens and won't get a new pair, and this occurred to me.
Planned.

49590
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: September 01, 2012, 04:10:41 pm »
I think curses would be probable, given what little we see of gods so far.

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