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Messages - GreatWyrmGold

Pages: 1 ... 3354 3355 [3356] 3357 3358 ... 3706
50326
DF Suggestions / Re: Hunger/thirst for all!
« on: August 09, 2012, 08:01:50 am »
:) Extremely. Well, how nutritious is a roast made entirely out of tallow? Animals could eat all sorts of useless crap that comes as a butchering byproduct. At least some, like pigs.
I stand corrected. Nutrition isn't quite a weak point in my knowledge, until you get to things humans don't normally eat.

Well, cartrilages and such could be edible. And yes, this would make aquiring a constant source of meat vital if one hopes to keep a large population of carnivores. Scavenging would help with this though, imagine releasing your war dogs to devour the corpses of yet another failed goblin siege.
Constant source of meat required? Just butcher some puppies. Provides instant nourishment for starving war dogs, sates their bloodlust during times of peace, and the best thing about puppy slaughter? Natural population control.
That violates the 2nd law of thermodynamics, FYI. Turning puppy meat into puppies would consume energy, so it's leaking out of the system. It's horribly unsustainable.

50327
DF Suggestions / Re: Make bags stackable
« on: August 09, 2012, 07:59:31 am »
Try using bins.
Stockpile stacking in general needs to be reworked. A whole statue or minecart or log or whatever gets stored in one tile, which could also hold a single unbagged seed, or one shoe, or a single wild strawberry.

50328
DF Suggestions / Re: Hunger/thirst for all!
« on: August 09, 2012, 07:56:29 am »
How nutritious is cartilage?

50329
DF Suggestions / Re: A note on tracking
« on: August 09, 2012, 07:56:02 am »
This is actually not a bad suggestion. I can only think of two problems with it, which is a lot less than most suggestions.

1. Color. Geez, have you tried to read black text on this forum? Also, making text green doesn't make Toady notice it, it makes other posters comment on your chromatic choice.
2. Generally, we wait until we know more about what Toady is going to do/has done before advising him on how to do it. There are exceptions, but it seems kind of silly IMHO.

50330
DF Gameplay Questions / Re: No caravan brings wood any more
« on: August 09, 2012, 07:53:25 am »
Or specifically ask for logs, that should help.

50331
DF Suggestions / Re: Fountain of... (sacred sites)
« on: August 09, 2012, 07:52:46 am »
Why not making sacred sites for each great gods of the game. But "magic" in general is not very good. It has to be quantified and dwarfy.

I like fountain of magma for the god of fire.

Perhaps drinking in this sacred source would cure for a while vampirism or werebeasts if you were cursed by this particular god ? But no more magic, in my opinion.
I connected those last two sentences...
"I will drink of the sacred fountain to Ignis...AHH MY FACE IS ON FIRE!!!"

Arn't we kinda artificially adding game-elements to what is overall a simulation?

Is there a reason we have a magical fountain?
Fantasy often has magical items, which are planned. Fountains exist. Logically, magical fountains should be possible. Also, they add to the game, so don't question them more than dragons which attack your fortress or traders thast brave the wilderness to sell you steel, fine weapons, and lye.

Arn't we kinda artificially adding game-elements to what is overall a simulation?

Is there a reason we have a magical fountain?
DF is a High fantasy world generator and those often have sacred sites. (Fountains are only an example).
This would go nicely with expanding good/evil regions: Good/evil regions form around good/evil sites, and good/evil sites are generated during history according to the actions of deities or other major events.

"Doomspiraled is far to the north."
"It is a place of great evil."
"In the year 351, The Alliance of Tomes did battle against The Dark Multitude."
"None of the conflicting parties could make significant gains."
"Thousands were slain that day."
"The corpses of the fallen soiled the land."
"Their spirits are said to still roam the land restlessly."
There should still be lands which were arbitrarily cursed/blessed by the gods before history began, if only to provide goblins with a home.

When you say that spheres are going to replace good/evil, do you mean all of these? Where can I read more about the status of 'em? I'm curious!
Ah, yes...many hours (two, if I recall correctly) of typing and thought made that post what it is. I am proud of my work...
Note that the first reply was a compliment from a moderately well-known poster.

50332
DF Suggestions / Re: No necessarily species wide evil. Also, mistrust.
« on: August 09, 2012, 07:46:07 am »
Some of the "always evil" creatures are cursed; I can imagine psychological changes to go along with the curses.
Others are simply hungry, or have ethics in conflict with dwarven (or whatever) ethics. Entire cultures have been deemed "Irredeemably Evil" IRL for less than mass kidnapping or eating people or capturing and transforming spouses from the population or raiding towns or whatever.
Still others have the [EVIL] tag, which indicates a darkness of the soul. This category includes goblins and some of their most iconic creatures, like ogres and beak dogs.

Finally, we haven't had a chance to properly view the psyche of any of these "evil" races. Maybe most goblins are O.K. and just want plenty of children to raise, but have a cultural taboo against having lots of children themselves; you wouldn't know this, because you only see thieves and soldiers. Maybe night trolls and such were cursed with loneliness, and just want a chance to talk and live with someone who won't run away screaming. Maybe vampires don't want to kill, but have no choice because of their new metabolism. We simply don't know.

50333
DF Suggestions / Re: Procedurally generated image of each Dwarf's face.
« on: August 09, 2012, 07:40:55 am »
Not to mention mods...he'd need some way to link up the picture with a raws file to make the face look like a dwarf's. Also, this isn't just a You chose to play a non-dwarven race, you deserve it," since Toady is intending to eventually let other races be played.

50334
DF Suggestions / Re: deity changing ethics of a civ.
« on: August 09, 2012, 07:37:51 am »
Why would a civ worship a deity that goes against their ethics? They should be hating on that deity for that, not change. Unless there is a violent uprising/majority of nobility likes that god I doubt any civ would worship one that conflicts with their beliefs.
Obviously, the beliefs would be changed before gameplay started, and the god would be advocating beliefs that that group had already.

but deities are just curse and necro generators for now .

they don't do anything .
"For now." This will change, mark my words. I'll bet you a 150-dwarf fortress with an obsidian generator and a defense system based on captured forgotten beasts that it will.

...a god is a moral anchor, a personal guide, and a source of strength, inspiration, xenophobia and hatred.  The old gods all the more so.
DF cannot support these functions individually or unbiasedly.  We do this, and then somebody wants animism, totism, monotheism, or shamanism.
Then problems start.  I do not think too many here are religious, but I can see it getting ugly, And I wouldn't stand for some of it.
Well...objectively, why shouldn't civs have animistic/totemistic/monotheistic/shamanistic/etc religions? Monotheism was the norm in the RL time period and region that DF is most like*, if barely so, and the others were popular elsewhere in the world.
*Medieval Europe.

Why would a civ worship a deity that goes against their ethics? They should be hating on that deity for that, not change. Unless there is a violent uprising/majority of nobility likes that god I doubt any civ would worship one that conflicts with their beliefs.

IRL, there are plenty of things nowadays that are within our ethics but not our religions.
Expanding:
A lot of religious people, or at least a lot of the religious people with access to their own TV shows or whatever, seem to be against things like teaching evolution that non-religious people think is not only not immoral, but not a moral issue at all. There are also issues, like abortion, that certain religions influence popular opinion; people who think abortion is wrong don't always think so because of their belief in God, but still think abortion is wrong. To contrast, there are also widely0held taboos, like cannibalism*, that came about through religious means.
All of these things--disagreement between religious and secular morals**, partial agreement, and derivation--would be neat to see.
*I'm not talking about killing people for food being O.K; many non-Abrahamic cultures (I'd imagine especially ones without agriculture or other stable food sources) were alright with eating the bodies of the dead, or even required it as a religious ritual thingy.
**I know that in RL medieval times, most people were Christian. However: How many of those were the middle ages equivalent of someone who goes to church on Christmas and Easter, and how many would search for a different god if He started doling out curses and the information by which to make horrible monsters from corpses?

50335
DF Suggestions / Re: Dwarven contraception!
« on: August 09, 2012, 07:25:41 am »
Meh. Rather make childhood mortality a lot higher.
This. Historically, large numbers of children were the norm for peasants, but large numbers of SURVIVING children were not. C'mon, game; get kids deathly ill, knocked off towers by apathetic and starving citizens, lose their bread to stronger kids or beggars, or impaled by their own curiosity! Don't make US do the large mortality rate FOR you!

50336
DF Suggestions / Re: Cook - Brew - Mill
« on: August 09, 2012, 07:22:45 am »
Or, connect a second stockpile.

Good idea, OP. What else should be added?

Scrap the z - Kitchen menu entirely and replace it with a per-workshop menu! Lets you set materials to be used for every workshop seperately.
Possibly even the z - Stone and z - Animals menus.
No.
1. I like getting the menus set up so that I know plump helmets and other valuable plants, and well as alcohol of course, won't get cooked once I embark. If we did this, I'd have to wait until I built a kitchen, not find myself embroiled in a tantrum spiral or something at the time so I remembered, and redo it every time I added a kitchen. Moreover, if I got a new food to change the Cook status or wanted to change the Cook status on some item, I'd have to do it once for every kitchen.
2. What would you need this for that a few linked stockpiles can't solve?

50337
DF Suggestions / Re: Multiple explanations of world gen
« on: August 09, 2012, 07:18:13 am »
I'm not sure how many could be made, and I'm not sure how this would add to gameplay. Maybe, once you can listen to the teachings of priests, every pantheon/god should have its own creation myth, and they might synch up some where not glorifying the psntheon/god in question, but it probably wouldn't affect worldgen one way or another.

50338
DF Suggestions / Re: Additional Options when weapon is lodged in wound.
« on: August 09, 2012, 07:16:16 am »
Twisting weapons in the wound should DO something.

50339
DF Suggestions / Re: The dead walk! Hide while you can. -WRONG.
« on: August 09, 2012, 07:15:30 am »
It also helped the dead that, not only did their soldiers keep coming back, but when they killed someone, that someone came back.

50340
DF Suggestions / Re: Hunger/thirst for all!
« on: August 09, 2012, 07:12:34 am »
Until then, think a sec--right now, every domestic animal that doesn't graze or eat vermin would need to eat dwarf-food. Suddenly, dogs and such seem a lot worse. We need to be able to feed dogs kitchen scraps and leftovers before the dogs need to eat. There should be a way to feed them better food, but it shouldn't be mandatory.

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