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Messages - GreatWyrmGold

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49771
DF Suggestions / Re: New Family of Spiders Discovered.
« on: August 19, 2012, 07:56:31 pm »
Ideally, it and WEBBER and such would be able to be added via syndromes.

49773
DF Suggestions / Re: Phase-out flag for stockpiles
« on: August 19, 2012, 07:55:41 pm »
Well, then just set it to not take any new items and wait an in0game week or two. Some of the stuff could even be cleared out by then.

49774
DF Suggestions / Re: Skill grinding fix: training montages!
« on: August 19, 2012, 07:54:29 pm »
Seems like a good idea. A few notes:

--Food: Well, how do adventurers normally get food? Either they steal it from a random NPC, or they hunt animals and eat the edible bits. Some way to interrupt training to go hunting, either manually when food runs out or automatically, would make sense. The same goes for plant-gathering, once implemented.
--Time: Maybe just assume that the amount of XP you get is limited by the amount of time you have. If you work five in-game minutes before starting the montage starts, and we assume that you work ~9 hours a day at practicing, then the XP you get is multiplied by 108 times the number of days.
--Duration: You should b able to set this, i.e. "Train for X Days."
--Ammunition: If you don't have a net gain or loss of items while doing the training thing, nothing happens. Net gains result in you gaining those items, probably stored in the cave/house/whatever you're staying in; net losses make you lose the arrows or whatever you're using. If you run out of something, you're booted out of the training montage. This should be ignored for food and water, which should have its own counter.
--Storage: Stuff you stashed in a cave or your house should count for consumption purposes, like a cache of food or a couple quiverfulls of arrows you have stored in your house (or whatever house you're sleeping in).
--Random Events: Important ones, like nemeses coming to interrupt you, should interrupt your training montage briefly. You get whatever fraction of the gains or losses you've gone through so far and then need to deal with them. You may restart the training montage whenever it would be safe to travel and when you could do the montage.


By the way, congrats. This is one of the most original ideas I've seen in a long time.

49775
Me, for instance. I don't even use macros.
*Brofist*
Do you use graphical tilesets?
Can you even READ them at this point? I can't. It's like expecting the green symbols and just seeing little, crude drawings of a blonde, a brunette, a redhead, whatever.

EDIT: Fixed reference.

49776
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 19, 2012, 07:24:12 pm »
I guess I should have been more clear when I made my tounge-in-cheek request, but I was imagining something like a D&D gold dragon. That's where my username came from, actually--I first used it on the GitP forums, which has a lot of D&D players for obvious reasons.

49777
Dwarves lose control when they go into moods. Trust me, they smack themselves in the forehead at least as hard as you do when they come to their senses again.

Why have dwarves evolved to do this? It's counterproductive!

49778
DF Dwarf Mode Discussion / Re: Necro910?
« on: August 19, 2012, 07:19:42 pm »
Quote from: Necro910
Everyone posting as me is insane! Unless they're implying that they are insane through my words, in which case they are as sane as people get around here.

49779
Or if the traders somehow dropped it in a murky pool. Or tried to enter through a low spot in the moat, and got their goods swept off their pack animals.

49780
DF Dwarf Mode Discussion / Re: Stone Stockpiles ruin forts.
« on: August 19, 2012, 07:16:04 pm »
Protip: Minecarts.

49781
DF Dwarf Mode Discussion / Re: Badass Dwarven Children
« on: August 19, 2012, 07:15:41 pm »
If dwarven children weren't badass, how the heck would they survive in an average dwarven fortress?

49782
DF Dwarf Mode Discussion / Re: Logrom: Desert Citadel
« on: August 19, 2012, 07:12:57 pm »
Easy enough to do through modding.

Create a new noble position for your fortress that is punishment exempt, but is also able to make, say, 10 mandates each. Ignore all mandates.

This will cause everyone who isn't in this protected noble position to be found guilty of a crime and then dragged off to prison.

If you have enough of these protected nobles and enough mandates per noble, their sentences may increase faster than they can complete their sentences. So they may get 1.1 days of extra time to serve for crimes for each 1 day they spend in prison.
I just tossed the dwarves into a foul pit in the ceverns, where they had to grow their own food from a plump helmet seed I left down there and drink cavern water.

49783
I suspect that the drop in XP of shield user and other skills is due to brain damage, because you dropped them dozens of feet onto hard stone floor.

49784
DF Dwarf Mode Discussion / Re: Post your Failafacts here!
« on: August 19, 2012, 07:10:17 pm »
Give it to your CoTG. It's better than anything s/he'd have anyways...

49785
DF Dwarf Mode Discussion / Re: True Cavern Dwellers!
« on: August 19, 2012, 07:07:35 pm »
The 1st cavern layer isn't much more dangerous than the surface; in fact, most consider it less so. Most cavern beasties are nonaggressive, and while you'll get the occasional GCS or cave croc, they're not much worse than the worst of the surface beasties. The worst are the FBs, and there are titans and dragons and stuff topside to help you deal with that stuff. The best part is, no sieges/ambushes/thieves.
Animalman tribes are Bad News. They probably outnumber your militia, and those blowdarts are coated in poison--possibly something nasty like GCS venom!
Does this still apply when you finished an entrance into the caverns and leave an open path from the surface into your meeting hall? I mean the thiefs/ambushes/sieges.
Seeing as most of those people don't move much unless they see a target...probably.

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