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Messages - GreatWyrmGold

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49666
DF Suggestions / Re: Keys maybe?
« on: August 23, 2012, 03:15:19 pm »
What, swipe a key to open a lock? I'll stick with lockpicks for when I need to break into places.

Remember one of the reasons why the economy sucked so much? The stacks of one or two coins would eventually grow so numerous as to cause FPS to plummet. Imagine that, but with keys. The front door would need a key for every dwarf that would ever go outside, if you want to be able to keep it locked, and at least one for the people stationed to guard it plus one for the military if you generally left it unlocked. Repeat for every door. Yeah, it'd be easier just to abstract keys away and choose certain dwarves that aren't able to pass trough this door or, alternatively, ones who are.

49667
DF Dwarf Mode Discussion / Re: How do you control migrants ?
« on: August 22, 2012, 09:04:23 pm »
Go near them, then press v-p-l.

Oh, not what you meant? Well, let me give you this advice: Have some make blocks. Have others turn the blocks into megaprojects. Use the megaprojects to kill any remaining useless migrants. Repeat until you can kill people standing pretty much anywhere by pulling a lever. Use migrants to attract enemies to the traps.

49668
Well, for starters, we'd need some way to control that one guy and keep him from dying. Humans don't have 150-year lifespans...
Also, we'd be putting our whole project into the hands of one guy with plenty of reason to hate us. I say, the self-destruct needs the approval of the head of the base or of two of the next level down, PLUS any AI or whatever stuck on the base. At a minimum. (This can be partially waived if some of those mentioned are not still alive. There's no use crying over every mistake.)

49669
DF Modding / Re: Bay12 Space Program
« on: August 22, 2012, 08:25:46 pm »
If we made both the helmet and the air tank have BREATHE, wouldn't you need to destroy both to stop the breathing?

49670
DF Community Games & Stories / Re: AI Game # 1
« on: August 22, 2012, 08:19:34 pm »
I think you make a random map, and we'll decide which one after a turn's finished.

49671
Thermonuclear cats are an amazing idea.

We must arm our warheads with them.

A new kind of biological warfare emerges as man expands to mars...
Circus no. I'm the head gengineer, I have the right to say that that's impossible with the tools I have. Maybe cats weaponized somehow else, or ones with implanted nukes, but not inherently thermonuclear cats.

how do you know it? humans havent evolved even to functioning robots and you are suggesting to make artificial intelect that is worth of a human mind .
We are planning to convert carbon minds to silicon brains.

they should be about 30cm wide , with bright red color and they must be in all rooms .
That's just a safety hazard. Destroying our bases and killing us all would be as easy as shipping us some high-grade alcohol and waiting for someone to stumble into a button. Self-destruct buttons should need to be pressed intentionally by someone with the authority to decide to destroy all we've worked for.

49672
I'm just glad the explosions didn't destroy anything important.

49673
DF Community Games & Stories / Re: Bloodwishes - Succession Game
« on: August 22, 2012, 08:09:38 pm »
That should be fine.

49674
I'll probably try to get Caverncreot finished first, but I'm game once that's done. Let me know when the "I play next" thing is finalized.

49675
Exactly - if a field is no-one's responsibility, I will behave irresponsibly with the possibilities it offers.
Oh, I'm all over possibilities. One of the first things I'm planning to make in my "free" time is a neat biocomputer. Probably part cephalopod, probably will require some help from the cybernetcs department, but imagine the possibilities! We could probably get GREAT FPS for DF.
Do we even have a cybernetics department? I hope so, it'll be a neccessary sep towards the brain-uploading thing.

49676
DF Community Games & Stories / Re: AI Game # 1
« on: August 22, 2012, 07:59:31 pm »
Neat! What are our other options?

49677
DF Suggestions / Re: I can't drink water from melting ice?!?!?
« on: August 22, 2012, 07:18:59 pm »
Also, alcohol is good at killing stuff, whether liver cells or bacterial cells. Adding a little bit of alcohol to drinks could help prevent the whole "dying from bacteria" thing.
Dwarves, of course, take this too far like they do with everything. Their common drunkenness causes them to take everything still farther, and their society went into a downward spiral of drunks taking everything too far. Elves make short jokes? Skip past the witty retorts and torch the forests! With magma! Hauled up from the core of the earth by droppng a chunk of rock into the core of the planet! After holding it up with a a support of soap!
You get the idea.

49678
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 22, 2012, 07:11:26 pm »
...10ebbor10 beat me to it. As with all groups, a few prominent ones make everyone think all of them are like that. Groups as examples: Politicians, lawyers, anythng with an amusing stereotype.

49679
DF Suggestions / Re: Bow effectiveness is affected by material
« on: August 22, 2012, 07:07:16 pm »
Well, this suggestion is much better than I had feared. Good job.

Something like this makes sense. It would not only make things more realistically, it would also lead to ways to differentiate between ranged weapons as metal bows need more strength to fire optimally and crossbows take longer to reload without great strength.


Where would this leave adamantine crossbows?

49680
DF Suggestions / Re: Chain pumps
« on: August 22, 2012, 07:03:49 pm »
Well, varying it somehow would be needed for us to not consider the Pump Operator skill to be nothing more than a way to get military dwarves to stop complaining about being let off-duty. Something like having the amount of power they can provide makes perfect sense.

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