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Messages - GreatWyrmGold

Pages: 1 ... 3351 3352 [3353] 3354 3355 ... 3706
50281
DF Suggestions / Re: Idea for an odd plant
« on: August 11, 2012, 05:26:37 pm »
Most RL plants either have roots shallow enough that tracking them across z-levels ould be sorta pointless, or are much bigger than the types of plants currently harvested (i.e. are trees).

50282
DF Suggestions / Re: selection of wagon placement
« on: August 11, 2012, 05:24:59 pm »
There's two separate ideas here:

1. Deciding where to place the embark wagon. Seems obvious enough, would solve a lot of problems.
2. Being able to move the embark wagon.
This would probably be easier, and would help with other things as well as partly alleviating the main issue brought up.

Both should happen...although the first only within reason. Putting the embark wagon deep within a cave or on top of a tower shouldn't be possible.

50283
DF Suggestions / Re: How would other races successfully fight dwarves?
« on: August 11, 2012, 05:22:32 pm »
The biggest trick to bfigure ot would be making settlements that are 100% self-sufficient ard to maintain. At least, at higher populations; with fortified farms and a safe water source, a small community should be able to survive indefinitely. Larger communities likely require imports from surrounding lands, though, a fact which is not the case as of yet.

50284
DF Suggestions / Re: Dumping Stuff into Containers--What do You Think?
« on: August 10, 2012, 09:23:45 pm »
Not sure what I think of this idea, but I do hope we can eventually reach a point where the game is primarily a struggle to produce enough stuff, not to dump all of the useless junk that is strewn about everywhere.  (Although cleaning should remain a challenge.)
The idea wasn't to make it easier to clean up, but to make more or more interesting type of Rube-Goldberg-esque devices.

With minecart, this shouldn't be too hard to program. Minecart rolling through water or magma will be filled with water or magma. (I haven't tried it, but heard people talking about it.)
The idea was to suggest a similar idea, but which would let you drop stuff into minecarts instead.

Quote
I can't imagine a minecart full of items dumping them to a bin or barrel, though. This may become possible if we would have containers with volume, storing only as many items as there is volume for.
I considered that.
...unless it hit a creature in the tile or the container is full.
Currently, there's some concept of "This container is full," e.g. when yo try to fill a full waterskin in adventurer mode or put something into a full bag. Therefore, the idea of "Only goes in if not full" could work.

50285
DF Suggestions / Re: Procedurally generated cultures?
« on: August 10, 2012, 09:19:08 pm »
...What wold that do to help? Or at all? Would there then be only one emperor, in the entire world? Somehow I'm not sure about that...Maybe you mean one per entity, which already exists as a different tag?

Nope, one per world.

If there are, say, three human civs, they are all loosely ruled by one emperor, that belongs to one of the three entities. Should the Emperor pass away without an heir, the three civs might end up going to war in order to put their own king on the emperors throne (this, in fact, happened a lot throughout history, in Western Europe (the throne of The Holy Roman Empire), in China, and in Japan, and probably other places as well).

Or there could be a handful of emperors, ruling sort of "super-civs", consisting of multiple civilizations that may go to war over land, or resources, or anything, really.
This seems arbitrary. After all, there have been MANY empires at various times, often overlapping, that ruled various parts of the world. Persians, Mongols, Macedonians during the time of Alexander the Great, Aztecs and Incas, Iriquois IIRC, Rpmans, etc. Many of these had overlapping times, and none had particularly notable common roots.

Nothing should be set in stone in my opinion. This idea will become even more interesting when toady puts in procedurally generated races. Also, can someone link me to toady discussing why goblins have no-eat, and under what circumstances it could return? I mean, if nothing else they should raid, and if possible harvest some horrific fungus which grows where they live. Goblins and orcs are exactly the kind of race i can see murdering each other at the dining table in the worse cases.
About NOEAT goblins, I think that, at the time, it was a way to get around goblins' inability to eat veggies, and the worldgen starvation it would have caused.

50286
DF Suggestions / Re: Ancestors fit for dwarves!
« on: August 10, 2012, 09:14:31 pm »
...What is the suggestion?

50287
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: August 09, 2012, 11:38:52 am »
It was with a sock, though.

50288
Dragonfire will melt most bridges, but no other creatures can destroy them.

Dolomite FTW
Dragonfire can destroy STEEL bridges, supposedly even COTTON CANDY. Dolomite does nothing.

50289
Yes, but DF dwarven lives are commodities one can obtain easily. Casualties on the Martian colonies would be difficult to replace, and also demoralizing to us while boosting the morale of the Terrans. Rube-Goldbergian devices are also wastes of resources. Overall, when waging a war (ESPECIALLY against a massively superior foe) or starting a colony (ESPECIALLY in an unknown type of region where any mistake has a high chance of death), you can't afford any kind of waste...and waddya know, our proposed project fits the ESPECIALLYs of both.
You're forgetting something. Do you think anybody would want to fuck with a force that:
a.) can field stuff like literal swords of Damocles (i.e., POINTY SPEARS AIMED AT OUR ENEMIES' HEADS) and gigantic colonies and so on with ease?
b.) and this is the important part, would anybody dare fuck with a force that can so willingly throw away the lives of their countrymen just to ensure the death of their enemies?
We are talking about total war. When worst comes to worst, we will have to make decisions that would ensure our superiority. The Earth Federation will not win. Look, I may have been watching Gundam a bit too much, but I have a point here, dammit! We'll just throw a few colonies at them; aim it at their capitals. The force of the impact will destroy them and cripple their morale greatly. They'll be all, "oh my god! they're willing to do that? Game over, man!" and just surrender. How do you propose we fight anyway? Conventional means? Spacecraft? No. We have to escalate the war as quickly as possible until we cross the threshold and they lose their appetite for destruction. We win by hitting them where it really hurts: their morality. We are SPACE, dammit! SPACE DOESN'T LOSE.
If you're so concerned about something like "the value of life", then fine, we'll evacuate the colonies first. Not as fun, but if it pleases you, sure. But I'm still proposing that we throw down colonies.
Using actual colonies, even evacuated, is a waste of the resources used to make the space station, which likely includes valuable computers and life-support equipment and such. Much easier, and just as effective and terrifying, to toss an asteroid larger than that which wiped out the dinosaurs onto Terra. Or, heck, at sufficient velocity even a satellite or something can be devastating.
Ok, compromise: we make dummy colonies. They look like colonies, and when people from the decadent imperialist Earth Federation look at them, they think they're colonies, but actually they just house the shit-tier members of our glorious Martian society. Meanwhile our actual colonies are well... colonies.

Look, asteroids just don't have the same psychological impact. "Oh, boo hoo, they're throwing rocks at us. How scary. Nuke them." isn't the same as "Jesus Christ, man! They're willing to kill their own people! Clearly they are in the right about this. Let's just give up." With these dummy colonies, not only do we ensure that our enemies won't dare incur our ire, but we also get rid of useless space migrants, which, I'm sure, is something we're all familiar with.
More like, "Oh, crap, they're throwing rocks BIGGER THAN THE ONE THAT KILLED THE DINOSAURS at us!"

And we're not "throwing rocks at them until they give up," we're "letting them know we can obliterate you if you don't agree with us." It worked for the U.S, didn't it?

50290
DF Suggestions / Re: Hunger/thirst for all!
« on: August 09, 2012, 11:30:21 am »
SOME of them lack mouths. But, yeah, plenty (all made of inorganics, the mouthless ones, some of the other weirdos) would probably be freed from needing to eat. They might also provide a source of food for the othjer cavern critters.
Replacing current vermin hunters with a tag that lets them hunt and kill creatures smaller than X size would be neat. Ideally, it would come with giant cats (only purchaseable from elves, usually) which could be ridden and hunt creatures of, say, dog-size or less (including normal cats and kobolds), and/or have rocs live up to their mythical counterparts by hunting elephants.

50291
DF Dwarf Mode Discussion / Re: Dwarven Child Ecstatic to be Kidnapped
« on: August 09, 2012, 11:15:29 am »
Uh, hate to be a party pooper but "happy to be free" is the thought that they get when they are freed from the goblins. Kids do not get a happy thought from being kidnapped, they get a happy thought when let out of the bag.

And now we know. Goblin bags are so stinky that kids are ecstatic to be let out, even if they're prisoners of goblins.

50292
DF Dwarf Mode Discussion / Re: Things that happen
« on: August 09, 2012, 11:14:06 am »
Two dwarves with the title 4th Wave were sparring.

50293
DF Suggestions / Re: Hunger/thirst for all!
« on: August 09, 2012, 11:08:24 am »
Impressive. Sadly, there's not much I can discuss, except to thank you for the presumably-complimentary comparison of me to a ninja.

50294
DF Suggestions / Dumping Stuff into Containers--What do You Think?
« on: August 09, 2012, 11:03:20 am »
I had an image at some point of having a minecart that dumps stuff into another minecart, for reasons that I don't think are very important right now. The important part is that I want to know what you think about having items or liquids which fall into a tile containing a container of some sort would cause the item or liquid to go into the container, unless it hit a creature in the tile or the container is full.

Examples:
-A minecart bearing goblinite is dumped into a shaft. It lands in another minecart. When the receiving minecart is full, a dwarf can push it down the track towards the smelter (or, if you feel dorfy, you can have a roller connected to power at the throw of a lever which propels the minecart to a stop that dumps it next to the smelter before zooming around back to the starting position).
-A block stockpile with empty bins is placed under a section of floor that is being deconstructed. When the floor is removed, the blocks making it up fall into the bins.
-A minecart (these seem to be the most logical recipient of items) is propelled under a waterwall and fills with water.
-Some food is dumped down a shaft for whatever reason. It lands in a barrel.

So...thoughts? Good idea? Bad idea? Needs-to-be-worked-on idea? Amusing derail?

50295
DF Suggestions / Re: Make bags stackable
« on: August 09, 2012, 10:56:26 am »
Alright...so stockpiling needs to be done in stacks where sensible.

Ideas for Per-Tile Stacking:
Furniture and Other Large Objects--As-is works.
All sorts of food--Half as much as can fit into a barrel (5 units?) or one stack, whichever is greater.
Alcohol--Much more can be stored without barrels, but flooding of stockpiles may ensue.
Seeds--As much as can fit in a bag or two.
Weapons--At least a few.
Armor--Varies by type. One or two chain shirts or sets of greaves (ARMOR or PANTS items) per tile would work, but gloves and boots and such would probably be stackable around 10/tile (ideally an even number). Helms would be somewhere in between. Bins should increase this number, of course.
Crafts--Half a dozen to a score. Obviously, more in bins.
Barrels--One to a tile.
Bins--Usually one to a tile, but you can choose to have a stockpile stack its bins up to three or four high. This would be more compact storage, but would also probably reduce movement speed through a tile and increase the time taken to retrieve an item from a bin. Ideally dwarves trying to move quickly through the stacked stockpile or fight in it would have a chance of knocking over bins, spreading out their contents over a few tiles.

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