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Messages - GreatWyrmGold

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50041
DF Modding / Re: Transforming pets into civilians
« on: August 16, 2012, 12:28:56 pm »
Wait, if you made the critters into dwarves and then had them breed, wouldn't they have dwarven kids, or do I just have NO idea WTF is going on?

50042
Not that insane, or we'll get boycotts. But, yeah, $5-$10 won't be unreasonable, given the wealth of the kinds of clients who would want space tourism, assuming that the juice was made from locally-grown produce.

50043
DF General Discussion / Re: So i have some zombies
« on: August 16, 2012, 12:23:49 pm »
Just wondering.
Is it possible to catch elves with cage traps without them being hostile?
Yes.
Drop them onto a cage trap. They will be stunned. Stunned creatures always get caught.

50044
we could sell juice in the moon base for extra money .
Juice? You think too small.

Alcohol, meat, wine, baked goods, whiskey, fruit, booze, T-shirts, moon rocks, beer, kitschy hand-made rock crafts and mugs, various sorts of intoxicating beverages...
And, yes, juice.

EDIT: And why am I only listed as the threadmaster of the modding branch*? I'm also the F.O.R.G.O.T.E.N.B.E.A.S.T. of B.I.O.-G.L.a.D.O.S. Or maybe the department could be named M.O.N.S.T.E.R. See here for acronym explanations.
*Which is more of a training-simulation-development branch...Heuristic Aiding Computing: Krazily Editing the Raws Society?

50045
Stop, stop! It's not going to be REMOTELY easy to make Mars warm and with a breatheable atmosphere; aside from some greenhouses, domes, and such, we should mostly be underground anyways, for protection. If all we had aboveground were solar power plants and piles of mine waste, that would be fine and ideal. Terraforming can wait until AFTER we conquer Terra and develop terraforming tech.

Or, we can engineer ourselves to be more tolerant of cold and high CO2 concentrations.

50046
DF Modding / Re: Creeper Cavern: 0.3 released! Go play Caverncrept!
« on: August 16, 2012, 12:08:22 pm »
I found a bunch of errors that look like they should be fixed while starting my Caverncrept turn.

Spoiler (click to show/hide)

50047
Sorry, RL intervened. THIS time, I promise I'll start.

The save loads well. That's good.

50048
DF Suggestions / Re: Wrestlers should not throw each other in training.
« on: August 16, 2012, 12:04:16 pm »
I...wasn't all that serious.

Still, good idea. At least, until all training has some risk.

50049
To raise funds, we should start a space tourism business. Obviously, we wouldn't take them very far--just to orbit, or maybe to a resort/secret military base on the Moon.
To raise funds for that? I dunno, Kick starters? Maybe a couple bake sales?

50050
-wall of quotes on google transilate
From experience in learning English and Italian, google transilate does NOT work for even the simplest sentences. I had a few friends that didint speak French as a first lauguage, and they did their project in English, then copy=pasted it into google transilate. I feel so bad for them.....

If we are going to speak a different lauguage, it either needs to be well known, or we need transilators. The 2 most prominant lauguages on Bay12 are French and English. If we go for German, then we are going to need to get a TON of people to learn it, we are going to need transilators, and teachers. Honesty, I originaly thought German was a good lauguage to speak on the colony, however now that I lay down all these problems I think... not so much.

I would go for either French, English, or both with transilators (Like Canada!).

By the way I changed the poll to something more........ pr. pro- produ....... productive *COUGH* COUGH* *CHOKE*

Edit; This has to be mentioned on the next DF talk.
Actually, that was one part my knowledge of German, and nine parts BS.

And NO NAZISM!

50051
DF Modding / Re: Bay12 Space Program
« on: August 16, 2012, 09:41:09 am »
You can add new weather via interactions. A fog of radioactive stuff should work pretty well.

50052
According to the dwarf therapist screen that I posted at the end of my update, you are. Now, we're waiting for Mebuy!
Ah ain't no elv!

Spoiler: Tranzlaytud: (click to show/hide)

50053
DF Gameplay Questions / Re: 'Town' civilization?
« on: August 16, 2012, 09:34:58 am »
The Town is probably a town taken over by a necromancer or somesuch.

50054

Meh, minor issue if you don't use bins. Just my two cents.

You have much to learn about the Ways of the Sandbox, young Padawan. For instance, DF isn't a space management game, it's more of an imbicelle management game.

Sure.

First off, do the things suggested which avoid quantum stockpiling. Second, understand the one true(st) goal of DF: To fail amazingly. Or the second: To do as much as you can while you survive.

I'm glad you've figured out the solution, though. Seriously, if you go into a game with expectations of it being one thing and it turns out to be another, don't keep trying to pigeonhole it into your original expectations, and don't diss older versions which should be "playable" by your definition, and don't think that it won't get fixed better eventually.

I'm a little confused as to how people are divining my expectations so clearly.  I don't really want to do a point by point rebuttal, but let's see.
We're "divining your expectations" by interpreting what we have been given.

Quote
Sadly, bins are pretty useful when it comes to reasonably storing things without quantum stockpiling.  Stone blocks are one particular example of an item that really benefit from bins, but can't themselves be efficiently routed to various construction sites without minecarts or vast amounts of dwarfpower (which isn't really very efficient, come to think of it).  I was probably more frustrated than one might expect about this, because more efficient hauling was the one thing I was really interested in this version for.  My own hang up, so moving on;
Pause: Blocks are actually pretty light. So, basically, if you set up a block stockpile a bit underground, it's not too hard to get stuff built aboveground.

Quote
Hah!  Imbecile management is probably more accurate, yes.  However it does totally fit the tenuous definition of space management game that I'm using as defined by TVTropes, because I think it covers the genre pretty well.
http://tvtropes.org/pmwiki/pmwiki.php/Main/SpaceManagementGame
It also fits the definitions of roguelike, RTS, simulation, sandbox, and even raising sim according to TV Tropes. Let's face it, DF's hard to define.

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Finally, the only thing wrong with old versions is that I've already played them to death;  Like a lot of people I started during the 40d update drought, so it sort of feels like been there/done that. 
Head over to General Discussion and ask for ideas. Or try a mod.

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Thanks for being mellow about everything;  the spite in my comments was directed at other... individuals and I feel sort of bad now that I'm reading you responding to them
It's alright.

Just... as a minor update, if anyone is interested, the minecart made two successful trips before it was stolen by Kea, along with the two wheelbarrows in the brick stockpile.

Damn you Dwarf Fortress and your freakishly strong wildlife!


(disclaimer;  I'm not complaining this time, it's just funny.)
Excellent, you're getting into the right mindset.

50055
DF Gameplay Questions / Re: Noble mandate fetishes
« on: August 16, 2012, 09:29:00 am »
A bit of a funny thing.

My mayor is always demanding chains... So I take it he is a freak.
Demanding, or mandating?  He might just be concerned about the pitiful state of justice in your fortress, wanting the well to be nicer than some crappy rope job, or thinking your war dogs need some bling.
Couldn't you make rope to satisfy that demand?
Rope is not bling, no matter how much the hippies would tell you otherwise.
Ropes are, however, CHAIN:NONE:PLANT_MAT:PIG_TAIL:THREAD or whatever.

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