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Messages - GreatWyrmGold

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50251
Terrans put a high value on ethics. We need to at least TRY to act like nice people, or else they'll decide that our necrotic-poison-spewing kajju and weird surgically-photosynthetic beards and arguments as to if we should drop colonies or asteroids onto Earth* prove that we're evil. In that case, they'd keep sending would-be heroes to blow up our bases, which would be bad. Even on the off chance that none succeeded and the military stayed out, they'd cause a TON of damage.

*BTW, asteroids are much more cost-effective, less likely to make us look like monsters, make for easier comparisons to such things as the K-T event, and just as effective.

50252
DF Gameplay Questions / Re: Breeding Dragons
« on: August 11, 2012, 11:18:27 pm »
If it makes you feel better, many species of modern reptiles as well as perhaps many archaic archosaurs, notably some of the larger herbivrous saurosuchans, were viviparous.

50253
I thought large animals bred...

50254
That means that, in theory, a trap loaded with 10 of a trap weapon that hits 3 times could send a target dodging across 30 tiles. (In practice, that many dodges is nigh-impossible, and anyways even if all of the dodges involved shifting tiles there's a low chance that they'd all go pretty much the same way.)

50255
DF Suggestions / Re: Kingdom Mode
« on: August 11, 2012, 11:08:21 pm »
Here's one guy's idea of how Adventure and Fortress mode could eventually be intgrated, and while Toady hasn't confirmed it, it's a nice starting point.

You start as one dwarf in the Mountainhomes, or an elf in the forest retreat or a human in a town or a creeper in a cave or whatever. You can then adventure or gather a party to settle somewhere. In the latter case, you can build a fortress like FM; in the former, you adventure. If you build a fort, you can take control of an individual, and if you adventure you can go start a fort. The specifics are unimportant; the most important parts are that A. the general modes (Adventuring and Building a Fortress) are interchangeable at any time and can both be done from the start, more or less.

In such a set-up...where would Kingdom Mode fit in?

50256
DF Suggestions / Re: Hyper-realistic military action
« on: August 11, 2012, 11:01:03 pm »
Of course, these guys would screw p fortress layouts and yadda yadda, there's more pages of posts arguing about the problems with burrowing enemies than you can shake a (-bronze pick-) at.

50257
DF General Discussion / Re: DFStories.com
« on: August 11, 2012, 10:57:26 pm »
That stinks. There were some good stories there.

50258
All of those are tropical, and two out of three have forbidden U.S. (or other) tourists. Many of us qualify as from the U.S.

Hm...what's a better title? First Officer of the Really Great Organic Technology, Engineering of New Biological Equipment, And Stuff, Thing. I need something better for the last T, but the acronym works a lot better. Thoughts?

50259
DF General Discussion / Re: What Would Urist Do?
« on: August 11, 2012, 10:40:25 pm »
Nothing, she'd be a night troll spouse.

What would Urist do if her neighbor was a night troll?

50260
DF Community Games & Stories / Re: StNPO - 2 - How are we even alive?
« on: August 11, 2012, 10:39:28 pm »
HOLY CARP MY DWARF SURVIVED.

50261
DF Suggestions / Re: Hyper-realistic military action
« on: August 11, 2012, 10:35:26 pm »
Well, walling off the fortress entrance (or the area of the fortress) would be very effective at keeping the dwarves in one place...until they dug around it...yeah, for subterranean races it would make sense to dig big pits around the area.

50262
DF Modding / Re: Creeper Cavern: 0.3 released! Go play Caverncrept!
« on: August 11, 2012, 10:34:17 pm »
 8)
Can't wait to try it out.

50263
DF Suggestions / Re: Idea for an odd plant
« on: August 11, 2012, 10:32:37 pm »
It's not, but bear in mind: WHY would a plant small enough to be on the same scale as shrubs and not trees have roots a tile deep, given that a tile must be at least 10-15 feet across (usually)? Actually, how would you HARVEST such a plant?

50264
DF Suggestions / Re: Hyper-realistic military action
« on: August 11, 2012, 10:31:15 pm »
I believe it has historical precedent. Stupider things have been done...

50265
DF Suggestions / Re: A new approach to rooms
« on: August 11, 2012, 10:30:43 pm »
You can make non-rectangular zones, by at least two different ways, but the easiest I can think of is to just designate a larger (more than inclusive) zone and then de-designate the bits you don't want, to nibble the bits away that (not having been part of any other adjacent and potentially overlapping zone) you don't want in this particular 'room' area.
I'm not aware of any way to do this. You can de-designate bits of stockpile, but AFAIK there's not corresponding option for zones. Besides, that would be a lot more work than setting up bedrooms now.

Quote
So, I can see merit to setting a bedroom as a zone, and then placing one more more bed-building designations in there, and you've got a bedroom.  Even before the bed's available, thus making the bed an upgrade.  Which can be easily upgraded by placing a better bed somewhere else in the zone and then removing the old one (if you aren't making it a dormitory by being multi-bedded permanently).  That would most closely match the current Hospital Zone idea.
Yeah, that's about the only upside.

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Or... how about designating a [bed]room zone, and then telling it how many beds it should(/could) have and then letting those pieces of furniture be obtained and placed in there, stockpile-wise (with a bit of dwarf-AI when it comes to shuffling them around)...  It could just be a "room zone" designation.  Put beds in, it's a bedroom.  Put an armour rack in it's an armoury.  Put a table in and something craft-related and it's the appropriate workshop.  (Put three anvils in, as well as the requisite tables/whatever, and it has capacity for three simultaneous metalworker-types to work in there, according to what else is put in there that also delineates which metalworking jobs it is capable of, simultaneously...)
This sounds neat...

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