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Messages - GreatWyrmGold

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49651
I'd also like to see logical consequences. E.g, screwing up a fireball doesn't turn you into a chicken, it sets you on fire.

49652
While dwarves might invent magic on those principles, other races wouldn't. If dwarves buy elven-grown wood to fuel their forges, they would use elven-style magic to...um...do something dwarfy. Like, enslave badgers and use them as haulers and guards or something like that.

49653
Alright. Once we get our labs, we'll be able to collaborate on the CPU. That is, cephalopod processing unit.

49654
About uniforms: Something simple like a jumpsuit should do. Add on funny hats for nobles and other accesories for various jobs for identification, and we're done.

I think I'll make a neat fuzzy critter for my hat. Kinda like a Martian flat-cat, which seems appropriate.

49655
DF Community Games & Stories / Re: The City of Glass; Succession Fort
« on: August 23, 2012, 04:45:59 pm »
I'll take a turn and a dwarf as well.
Dwarf: GreatWyrm[metal], where [metal] is to be replaced with a military-grade material that the dwarf likes. Pick the dwarf of the starting 7 with preference for the best military-grade metal. GWm is a smith, mainly weapon- and -armor, but s/he could have a few points in other smithing skills. GWm is a bit irritated at the glassy focus of the fort; s/he admits that it looks pretty, but insists that making everything out of glass will ruin us when "the Greenskins come again." GWm is afraid of goblins, seeing as they killed pretty much his entire family when he was young, so he runs a covert metalsmithing operation using what ores or spare metal items (e.g. goblinite and trader-crap) s/he can find and what asistants can be persuaded to help with his/her secret quest to arm and armor the fortress "properly." So what if it violates the fort's "glass only" policy? There's no way they'll survive otherwise.

49656
Nah, not yet. I'll go as fast as I can, but school's started...

49657
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 23, 2012, 03:43:51 pm »
I'm 99% sure that the reason that building destroyers don't destroy bridges is because trolls would smash bridges they were standing on and send themselves plummetting into a firey abyss far below, so they don't ever smash bridges.

49658
DF Suggestions / Re: I can't drink water from melting ice?!?!?
« on: August 23, 2012, 03:40:12 pm »
Obviously not everyone, always drank alcohol of any notable strength back then. Otherwise, the roads would be crooked, the buildings would fall down before being completed, and our ancestors would have never been born because out grandancestors would have died from alcohol poisoning before they had kids.

I also like my explanation of dwarven drunkenness better.

49659
DF Suggestions / Re: Prefered building materials.
« on: August 23, 2012, 03:36:33 pm »
IMHO, these should all be optional. Putting the closest material for the Workshop/Construction/Etc is often a good idea.

When constructing walls it can get a bit bothersome since the material will often switch pages depending on how far the "rest" material is from the area where you are making it. Being able to put an material type as "favorite" or just have the last used appear at top of all the ones avaibable will help a lot.

You could. You could also choose to arrange entirely by distance. It would be your choice.

49660
DF Suggestions / Re: Bow effectiveness is affected by material
« on: August 23, 2012, 03:34:44 pm »
Quote
That would leave us with a bow that requires a tremendous amount of strength to draw/load, yet one that is also capable of storing a lot of energy

On the contrary. The thing about Adamantine is that it is nearly indestructible but it is VERY VERY fragile.

Or to put it in other terms. Adamantine doesn't bend it just breaks. (Just how Adamantine crafting works has many theories, given that it should be impossible even for the dwarves)

There are a lot of crafts that simply don't work for it and one of those is Bows and crossbows.
If that's the case, then explain adamantine cloth.
Adamantine is, even if what you claim about not bending is true, fragile only in the most technical sense. It is effectively unbreakable by any mortal force. If you had a place to stand and a long, rigid, and slender rod of adamantine, you could move the world. Assuming you used leverage right, of course.

there is no real reason to make a bow out of anything other than wood or composite.

bows  are limited by how much force there user can pull(about 200lb tops)
For humans, sure. Dwarves are probably much stronger. Heck, seeing as DF!humans have to battle much more deadly things than RL!humans, even humans might be stronger than humans!

49661
Somehow, I had missed that part.

From optimistic or bureucratic governments locking up monstrous criminals to mad wizards seeking to obtain knowledge of how and why magical beasts are magical, there is a lot of potential for Fun and adventure in containing critters.

49662
DF Modding / Re: TIme going backwards?
« on: August 23, 2012, 03:27:40 pm »
What, more necromancers and dragons isn't bad enough for you?

49663
DF Suggestions / Re: Persuasion
« on: August 23, 2012, 03:26:21 pm »
Unless you're convincing the noble that your successes were much greater than they are, I don't see how that would work. Also, that would cause you to possibly get sent on quests you don't have a cat's chance in the circus to do. Well, a greater chance than there is now.

49664
DF Suggestions / Re: Runners
« on: August 23, 2012, 03:20:46 pm »
I...um...you...dwarves...what does that have to do with this topic?

49665
DF Suggestions / Re: Skill grinding fix: training montages!
« on: August 23, 2012, 03:19:16 pm »
That makes sense. It would probably grant more XP than training on your own, but would take money and limit the skills you can train.

What are you imagining these ASCII montages to look like?

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