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Messages - GreatWyrmGold

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49726
DF Gameplay Questions / Re: Easiest way to execute snatchers?
« on: August 21, 2012, 03:53:32 pm »
Easiest? Stuff them into one cage in your militia commander's office.
Best? Strip them and use them for training.

49727
DF Gameplay Questions / Re: Items stolen from trade depot
« on: August 21, 2012, 03:53:03 pm »
Did you get a message saying that "A Thief Has Stolen an X!" or "A Kea Has Stolen An X!"? The former probably means kobold, the latter means kea.

49728
DF Gameplay Questions / Re: How can I develop a good military?
« on: August 21, 2012, 03:51:40 pm »
One dwarf in no armor but a shield, and a crossbow with bone bolts is a joke. 60 of them is not.
60 can be an even bigger joke, if they rush in alternating crossbow and shield bashes. Or if the enemy gets to them before getting crippled and slaughters them. Use fortifications and understand how to use marksdwarves!

49729
DF Gameplay Questions / Re: Anyone succesfully create a werepire army?
« on: August 21, 2012, 03:48:56 pm »
It is specifically forbidden to apply to vampires, and vise versa. Also, not ANYTHING can be a werefoo; I think that the target needs blood and needs to be intelligent or something like that.

49730
DF Suggestions / Re: Fighting off Dracula
« on: August 21, 2012, 03:47:17 pm »
Or dwarves with different sleeping cycles?
Seeing as dwarves rarely see the sun, and considering the context, I thought it would be obvious that I meant "feedings that occur when the target is awake."

Dwarves who should be used to waking up at short notice, such as the military, should be better able to put up a good fight, i agree.
The military doesn't wake up on a short notice. I suppose that's an issue, too.

[quuote author=MaximumZero link=topic=115090.msg3543992#msg3543992 date=1345560702]
Novel, you never had your champions sleep through a siege? :p

Another reason to add wake-ability(?) to dwarves.
Include in that the ability to come off break, or stop eating or drinking in case of emergency.
[/quote]
They do come ut of breaks for military action. Eating and drinking? Maybe, but then the game would need to track how much hunger or thirst is reduced by part of a meal or drink better than it does. Maybe it would be better to have them hurridly finish and get a minor bad thought from it?

I think a better idea would be giving vampires a chance to accidentally wake their prospective victims, no matter who they are. Certain skills could make it easier for vampires to avoid waking their victim, and certain skills for dwarves could make it easier to be woken in case of danger. I'm thinking Ambusher and Observer, respectively.

Assuming they need make sounds.

Though the thing is that detecting a vampire is actually pretty tough when you think about it. They have no heart to make sound, they don't need to breathe, and they are stalkers in the night meaning their footsteps are near silent.

The Sleeping Dwarf would be making more noise.
You forgot the vampiric saliva, which may contain numbing or even sleeping agents.

49731
Maybe not SCP-foundation-level, but something like this is planned.

49732
This should be a modification of the current system of liason meetings. After the current thing, we could say something like:

Spoiler: Mockup (click to show/hide)

Basically, you would pay the Mountainhomes a certain amount (larger the first year), and they would send you the requested goods each year. Failing to pay the mandated sum of value in goods which these agreements and others would result in all import mandates with the Mountainhomes being cancelled, and possibly an angry representative of the Crown coming and demanding payment of the required sum, plus interest. You could also cancel the agreement with the liason.

49733
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 21, 2012, 03:33:21 pm »
Precisely.

Also, in general, try not to abandon threads you start or post a lot in. If you say something that sounds like what a troll might say, or what we think a troll might say (we don't encounter them much, except the ones working for goblins of course, but they don't post here), and we don't hear from you, we consider that you might be a troll.

49734
DF Suggestions / Re: I can't drink water from melting ice?!?!?
« on: August 21, 2012, 03:30:41 pm »
Well, it's fair to assume that some, maybe most, FB toxins would be organic in nature, but since there are inorganic FBs we need to consider the possibility of inorganic FB toxins. Possibly in organic FBs, the weirder ones at least. They'd probably make dwarves eating them feel off.
...Since we have ingested poisons now, why can't FBs or clowns or other procedurally generated critters have poisonous flesh?

49735
DF Suggestions / Re: Chain pumps
« on: August 21, 2012, 03:27:20 pm »
Well, a screw pump requires 10 power, but a chain pump can easily require over a hundred. Dozens, at the least, once it gets more efficient than pump stacks.
It makes sense to do something like this:

1. Make the power a dwarf can provide vary based on strength and pump operator skill.
2. Create a building that provides power, but requires a dwarf to power it when you want power. Hand crank?
3. Dwarves can only pump a chain pump if they can provide enough power; if not, you need a waterwheel or a bunch of dwarves cranking away and providing power.

49736
Bows have a slight downside, specifically they tend to leave you defenseless against a guy on a horse swinging a sword if he reaches you. Also, those mostly-longbow armies tended to consist primarily of trained peasants.

Not to mention that your argument is empirically fallacious. After all, since modern armies don't consist 100% of nuclear missiles, by your logic they must not be able to efficiently destroy pretty much anything. They can; it's just that they have downsides. Nukes have fallout, of nuclear and political varieties, and weakness on the defensive; longbowmen tended to require good numbers to hit anything much at longer ranges and tended to die at shorter ranges, and accuracy suffered if they wore armor, so one of those range problems would become potentially crippling no matter what you gave them.

49737
DF Suggestions / Re: Compatibility Chart with each release
« on: August 21, 2012, 03:19:45 pm »
Better to harass us than harassing Toady. It's not like the people answering questions on the DF Gameplay Questions subforum have anything better to do than answer questions.

Generally, big things--say, hauling routes, z-levels, grazing--will cause problems with porting saves; any time the second number changes (e.g, when 0.31.25 went to 0.34.01) will too; and Toady sometimes says it will mess up saves. When in doubt, try and report amusing bugs to the forum.

49738
The consequences should be logical results of screwing up 99% of the time for newbs, and most of the time for normal mages. Newbs would get nervous, switch a couple of vowels, and put the fire on the wrong side; experienced mages would fail to sync up with the current random magical crap and grow horns or turn into a chicken or something.

49739
DF Dwarf Mode Discussion / Re: Post your Failafacts here!
« on: August 20, 2012, 06:48:07 pm »
Supersheepman: The gold gauntlet would be an awesome punching thingy.

49740
You know, I'm pretty sure that we can afford to set aside a couple a thousand dollars for computer infrastructure on the space ship.

How about personal space. Seperate sleeping rooms. If yes: How much? I mean, space is not much of an issue here, but walls do weight something.
I estimated that 2x3 meters should be plenty. Most things could be done in public areas, but a desk with a computer terminal and a bed would be nice.

Granorke: As long as the Sun isn't in the way, the Martian base could update DF within an hour or two. Usually, at least. And if we took Toady along, we'd be depriving the Lunar base of as much new DF stuff.

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