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Messages - GreatWyrmGold

Pages: 1 ... 3331 3332 [3333] 3334 3335 ... 3706
49981
DF Modding / Re: Bay12 Space Program
« on: August 17, 2012, 08:21:19 am »
Since we're going to use custom reactions, I don't think that power will actually have an effect on how long the reaction will take, which is why I'm suggesting that we only allow the millstone to have the reaction.
Wait, you can add reactions to millstones? I thought you would just "grind"  the "uncharged batteries" into "charged batteries."

The need to always keep your colonists off the surface of the red planet is a MUST. Dwarf light sickness, *Ahem* Colonist Radiation sickness, should be severe. Maybe create an ever present, invisible tiled evil weather called "Vacuum" that can make quick work of Colonists caught in it. Maybe induces a symptom that makes a poor humie explode into gore after enough exposure! Finally, a great reason to make airlocks!
1. While the Martian atmosphere is thin and full of CO2, there's not much risk of decompression (not before the suffocation gets you, at least), and there's been talk of terraforming Mars on the main thread anyways. Also, vacuum can't make people explode, syndromes can't make people explode, that syndrome would cause EVERYONE, EVERYWHERE to explode, and AFAIK it's impossible.

49982
DF Gameplay Questions / Re: 'Town' civilization?
« on: August 17, 2012, 08:16:03 am »
I advise the "Magma, then soldiers" method.

Magma kills the necromancer, soldiers kill the zombies.

WARNING: May cause flaming soldiers. Do not use with wooden armor.
WARNING: The order must be "Magma, THEN soldiers." Using it then other way around will kill your soldiers and may cause your fortress to become an ash-covered wasteland inhabited by flaming zombies.

49983
DF Gameplay Questions / Re: Erm...mass dwarf exctinction in my fortress?
« on: August 17, 2012, 08:11:59 am »
Or...
Not embarking in evil areas.

49984
DF is immensely entertaining, particularly considering the game is only 34% through alpha, and it is also completely free.

Its on its 34th pre-release build. That doesn't mean its 34% complete. Game versions are just iterative sets, they aren't actually decimals.
If that's the case, it was released on its 21st pre-release build, the 33rd was never released, etc.
I'm pretty sure Toady explained that there are something like 100 basic goals he wants to achieve by DF 1.0, and each time another is added he adds another number to DF 0.X.?.

Nah, Toady is always more interested in adding new stuff than fixing old stuff, although sometimes old stuff is fixed by overwriting it with new stuff. The healthcare system is a good example of this. Before .31, injured dwarves were put in any free bed (preferred over beds in rooms) and left to heal naturally, which depending on the injury and the constitution of the dwarf could take years. Throughout that whole time, the dwarf would have to be kept fed and watered. Instead of this base being improved upon, it was thrown out and replaced with a system in which actual medical care was provided and injured dwarves could work and take care of their own needs once their flesh and bones were stuck back together.

I find a lot of fun in finding out what the game can do this time, though less so when I wanted to do something else.
I still disagree with that particular style of development however.
I like it. It also works well with the whole not-even-half-done, still-going-to-add-more-stuff thing DF has. Imagine if you had a choice between a couple months of nothing but bugfixes, which would have to be repeated every time a big change to the game happened (e.g. 3D--imagine if Toady did a huge bugfix back before 40d, and then wound up having to redo all of those bugfixes EVERY time he made a major change).
The change to 3D was an earlier major change; the personality update coming soon(ish) will be another. At this rate, there'll probably be  major, game-changing update every few years. Do you want Toady to spend a few onths each time that happens, to make sure everything's working right until another big change happens, or do you want him to wait until the game is mostly finished (or at least has its basic features in a more-or-less complete form) and THEN spend a few months to fix bugs, once?

49985
DF Gameplay Questions / Re: Finding a necromancer
« on: August 17, 2012, 08:03:30 am »
There are much better uses for a necromancer. For instance, a zombie pit. Make a deep (at least ~5 z-levels?) pit, add a way in or out that can be easily and completely blocked (e.g, a raising bridge or somesuch), and hook up a contraption of some kind (like I'll show below:)

Code: [Select]
#####
####F
#NWXF Pit
####F
#####
#-Wall
N-where the necromancer will go
X-Floodgate
W-Window
F-Fortification

Hook up the floodgate to a lever before adding the necromancer. This will allow you to toggle whether or not the necromancer can see into the pit. Optionally, add a necromancer to each of the 4 sides of the pit. Link all necromancers to the same lever, and keep it defaulted to "Closed," for safety.
Throw in some goblins, elves, kittens, migrants, or whatever. Pull the lever. This will let the necromancers see the poor prisoners, and any corpses, hands, or heads they left behind after landing or lost while fighting amongst themselves. They will raise corpses, hands, arms, heads, etc. These will attack the prisoners, and both living and undead will be re-raised. Let this process repeat for a while, then pull the lever again. Then, send in the militia for some practice.

49986
DF Gameplay Questions / Re: Stacking empty bags without quantum storage?
« on: August 17, 2012, 07:56:12 am »
That's an opinion. I find it easier and cooler, if more dangerous, to throw sandbags down to the magma.

49987
DF Gameplay Questions / Re: Werebeast Quarantine Duration?
« on: August 17, 2012, 07:55:31 am »
A bite needs to break the skin to actually infect.

49988
If it makes you feel better, a lot of real-world settlements died in blazes of murderous glory. Granted, most were over things like who got the last of the edible stuff and not the number of their friends and family who had died, but still.

49989
DF Suggestions / Re: Hyper-realistic military action
« on: August 17, 2012, 07:50:43 am »
Quote
Also, nobody shows supply routes in movies unless they are critical to the plot (eg. if the elves routed the orcs' supply caravans)

not putting decent logisstics into a book or movie seems like laziness to me. Not all authors/directors leave it out.

All directors do, absolutely. Unless the supply line is specifically important and plot-relevant, no director or author would ever include something so trivial. Ever heard of the principle of Checkov's Gun? Logistics are great for military histories.

I believe that the Law of Conservation of Detail is what you're going for--Chekhov's Guns are a subtrope of TLoCoD, specifically something which is originally introduced at one point and becomes significant later on. Now...what were we talking about again?

49990
Do the hard-core re-enactors shoot each other with bows whilst in armor? Do hunters armor deer? If either of these are true, how much brain damage have they suffered?
Asking them about accuracy would be useful, though.

49991
DF Suggestions / Re: Wrestlers should not throw each other in training.
« on: August 17, 2012, 07:44:43 am »
Shouldn't training be risk-free, or close to it. Even if you're a perpetually drunk dwarf suffering from lack of combat?
Although it is funny for Urist McBed to get hospitalized from training...
Training accidents SHOULD happen, especially if you're training with sharp, metal weaponry, but I highly doubt that being thrown into walls is a leading cause of sparring injuries anywhere but Dwarf Fortress.

They only need leather armor to mitigate lethal injuries to non. They may get oversealous or a limb may skid, but a leather helmet will reduced broken skull and torn brain to a nasty bruise and armor reduces broken ribs and spines to a nasty bruise as well.
The training system is fine, such as it is anyway, and the throwing thing is a natual part of such combat (it's actually takedowns that result in lethal injuries most of the time though, not full blown throws.)
It seems a bit illogical that dwarves can lightly tap other dwarves with their axe blades or spear points without drawing blood, but cause injuries when they toss each other around.

49992
DF Dwarf Mode Discussion / Re: One way hallways in .34?
« on: August 16, 2012, 05:26:49 pm »
That's an amusing image.

49993
DF Dwarf Mode Discussion / Re: Soap as a trade good?
« on: August 16, 2012, 05:25:18 pm »
Probably not, including the cost of lye.

49994
DF Dwarf Mode Discussion / Re: Weaponizing dragons.
« on: August 16, 2012, 05:24:48 pm »
Probably, almost certainly, one is fine, dragonfire only works on enemies on the same z-level. I'd advise fortifications with a pit on the far side, to protect the dragon from archers and keep it from rushing in.

49995
DF Gameplay Questions / Re: How to melt ice?
« on: August 16, 2012, 05:22:04 pm »
Dragons. See if this works. If not, you can re-use those dragons on goblins, so it's win-win.

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