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Messages - GreatWyrmGold

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50056
DF Gameplay Questions / Re: Candy armor
« on: August 16, 2012, 09:27:27 am »
If you have a limited amount of adamantine, make breastplates and helms for your "elite" militia, and perhaps bladed weapons for them if you've got some left over. Or forge and melt adamantine coins, to get more addy.

50057
DF Gameplay Questions / Re: Finding a necromancer
« on: August 16, 2012, 09:26:09 am »
Don't necromancers have a relatively short range? The sample interactions have a range of 10 tiles so unless you have many refuse piles, or have animatable parts lying all over (a distinct possibility) they should be fairly easy to spot. 
Necromancer also have legs.

Try flooding your fortress. That always helps. If it doesn't help you, it helps someone.

50058
DF Gameplay Questions / Re: Erm...mass dwarf exctinction in my fortress?
« on: August 16, 2012, 09:25:02 am »
Can you give us more info? Did you find out how the original deaths died? Did everyone have enough shoes and roofs? How were the animals?

50059
DF Suggestions / Re: Improved wrestling/Blunt damage
« on: August 16, 2012, 09:23:20 am »
Clearly, militia dwarves shouldn't throw people while training.

50060
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 16, 2012, 09:22:29 am »
Well, sometimes it's hard to tell...

50061
DF Suggestions / Re: Restricting Suggestion Posting
« on: August 16, 2012, 09:21:40 am »
I propose that, if possible, a filter be added for posting to the DF Suggestions board.  Any time a user attempts to post a new thread or a reply on the board, the filter checks the user's posting history.  If either of the following is true:
  • User's post count is <50
  • User's posts on DF Suggestions account for >20% of total posts
the post is rejected, and a message is displayed explaining why it was rejected.

The numbers probably need some tweaking to determine more reasonable figures, but I think the core idea is a good one.
                                                                                          i would say not to apply this rule as through this many people would hesitate in posting their messages as they would worry that their message may be rejected.... i would suggest to stop the creation of new threads on forums only
Wait, the original was for replies too? Heck, no!

I still think that this would be a good idea, albeit handled by moderation rather than backend processes.  Either way, I've basically abandoned the suggestion forum because for the last 6 years it's been the same fifteen or so threads repeating endlessly.  No one wants to take the time to discuss where the development of the game should go, they just want to jump up and say "I want this!".
There are some people who seriously consider the future of the game here, it's just that their posts are swamped out by the types of thread you mentioned. And the occasional troll.

50062
Minecarts aside, when dwarves actually start paying attention to stockpile settings, that's when I might start considering it playable.  I was using minecarts as a workaround for a hauling problem in the first place.
Maybe you guys are patient enough to put up with (or don't pay enough attention to) the dwarves doing things like grabbing a full (minus one) bin, taking weeks carry it over to place it on a single item, and then running back and grabbing a wheelbarrow to run it back to the stockpile,  even with input piles (which dwarves ignore because of another bug involving bins/barrels), sometimes turning off an entire industry for the entire period of time because they're carrying the bin full of job items.  But I do, and that's not 'playable' to me. 
Meh, minor issue if you don't use bins. Just my two cents.

Quote
Oh, and when I can eliminate an entire gameplay mechanic (item storage) by cramming an infinite amount of items onto one tile, in a space management game, that's cheating in my mind.  Totally irrelevant to me how you feel about it.
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.

Quote
PS:  Please, continue to tell me how you think I should be playing a sandbox game instead of discussing issues that stop minecarts from working and ways to work around them without cheating taking advantage of exploits which give me an unintended gameplay advantage which is somehow not cheating.
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.

50063
DF Modding / Re: Delioth's Inventions
« on: August 15, 2012, 10:22:49 pm »
Won't work; you'd have the flamethrower dwarf staying a flamethrower dwarf until his initial transformation wore off. Also, even if you got around that, dead flamethrowing dwarves would also be stuck to their weapons.

Some sort of implant would work better.

50064
DF Modding / Re: Transforming pets into civilians
« on: August 15, 2012, 10:21:36 pm »
The [STERILE] tag does nothing as a creature tag, it only works in syndromes.

50065
DF Modding / Re: Bay12 Space Program
« on: August 15, 2012, 10:20:26 pm »
Would we be able to capture and reuse these smartbombs somehow against our enemies?
seems like a simple case of making them tamable, possibly trainable as 'hunting' smart bombs to chase down the space mans target.
Can we train members of enemy civs?

50066
Squee says: Dangerroom is too... dangerous... I wont go in there, no.no.no.
Yoo elv! Git en da danjir rum, afor Ay smush yer hed en!

Zo menni orkz givin' der lyvz for da fort...luvvlee.

Ken't weyt 'til Ay leed da fort! Iz Ay stil kikin'?

Spoiler: Tranzlaytud: (click to show/hide)

50067
DF Dwarf Mode Discussion / Re: Year 2 zombie siege
« on: August 15, 2012, 10:12:51 pm »
Hm....

Well, as necro would have put it, MAGMAAAAAAA!!!
Either you're joking, you're deliberately providing malicious advice, or you don't know what you're talking about - magma will not harm zombies.

It does, however, harm the necromancer. Once he's gone, the zombies are MUCH easier to deal with. Zeds are actually more fragile than normal creatures, in my experience; they just don't bleed to death and keep getting ressurected. Remove the last perk and make sure there aren't any dragon zombies or something, and your superiorly-armed-and-armored dwarves shouldn't have an issue.

50068
DF Dwarf Mode Discussion / Re: Missing zombie tags on Zombies?
« on: August 15, 2012, 10:06:31 pm »
Both zombies and husks are OPPOSED_TO_LIFE. The former are, technically, undead.

50069
DF Gameplay Questions / Re: were-thingy attack
« on: August 15, 2012, 10:04:41 pm »
I doubt it.
Yeah, drop a vampire onto some webbed cage traps.

50070
DF General Discussion / Re: When it rains, it pours.
« on: August 15, 2012, 10:02:55 pm »
That just means they haven't gotten cave-adapted.
It means the opposite of cave adaption! Dwarves do NOT default on those traits!
They...kinda do. Look at your starting 7 pre-embark. LOOK AT THEM! That's because they haven't gotten cave-adapted.

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