Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3357 3358 [3359] 3360 3361 ... 3706
50371
DF Suggestions / Re: The dead walk! Hide while you can. -WRONG.
« on: August 04, 2012, 09:49:28 pm »
There's also that Toady removed the arbitrary speed distinction between skeletons and zombies. I think they move at a sort of in-between speed.

50372
DF Suggestions / Re: Item Counters
« on: August 04, 2012, 09:48:29 pm »
It seems like a sorta neat idea, but I have a simple question:

Do you mean in-game or in the [z] menu?
If the latter, all is well. If the former...well...I don't remember exactly why, but that would slow the game. And the game as it is can't afford to be slowed by little things. So, z-menu it is!

50373
DF Suggestions / Re: Better leather yield for larger creatures?
« on: August 04, 2012, 09:46:56 pm »
Bug, more or less.
A batter question is, how does a kitten give enough leather to make a whole suit of leather out of? Clearly, the skin-to-leather thing needs a lot of work.

50374
General Discussion / Re: Colonizing Other Worlds: A Poll
« on: August 04, 2012, 09:46:07 pm »
Obviously we just don't give them the right to bear arms. Chop those arms off at the shoulders, and they won't be flapping any wings any time soon. :D

No. An armed society is a polite society.

50375
One of the things that annoys me when genning worlds is the lack of a random civilization options, and the associated limited potential for empires or overwhelmingly powerful groups. Clearly empires will really begin to get interesting once politics and army's start to come into play, but simply having the option would be nice for now.
...Erm, what do you mean by "random numbers of civilizations?"

And as to empires, it seems against Toady's style to arbitrarily grant a certain civ the ability to expand and easily crush its opposition. Once things like "domesticatable wildlife" and "good generals" and "imperial drive" such get implemented, you might get your empires.

50376
DF Suggestions / Re: Swimming pools?
« on: August 04, 2012, 09:43:50 pm »
I wouldn't want to see a swimming pool implemented as a stand-alone thing.  It might make some sense as one part of a suite of physical training options if Toady wants to have some sort of gym or obstacle course update.

Why should a swimming pool make dwarves happy?
This. Especially since dwarves are horribly ill-suited to swim (what with the short limbs and stout torsoes and all) and rarely encounter water that they wouldn't want to avoid, what with them usually living in monster-infested caves (or near them) and all, especially since cavern water is dank, cold, and grimy.

Maybe instead of a pool, it should be a bathhouse.
Yeah, that's another idea  :D And if it is a bath house then maybe Dwarfs could wash themselves there and not in the carp infested river  :)
This has precedent. This makes sense.

A pool glistening around the edges with gorgeous stone engravings of elf-throttlings and misted over by waterfalls at each corner ought to be enough to tweak even the hard-fartingest miner for a quick dip, I'm sure. Just wait until it becomes a cesspool of poisonous forgotten beast blood!
Well, that stuff makes any room better. I'd imagine dwarves being happier in such a room without having to avoid drowning most of the time.

50377
DF Suggestions / Re: Obedience
« on: August 04, 2012, 09:40:31 pm »
And will come when "Fortress Start Stories" come into play. I can't wait.

50378
DF Suggestions / Re: Chain pumps
« on: August 04, 2012, 09:39:52 pm »
I kinda thought it was obvious that a multi-level liquid pump would be for replacing pump stacks.
Obviously not, since it took a few read-throughs to even NOTICE the reference to z-levels.

Quote
The weight of the buckets will be balanced between the up and down sides of the chain, but the water itself has weight and you've lifting the entire weight of the full buckets up. Plus the structure shown in the illustration on the wiki page is MUCH larger than a pipe with a screw in it.
I played a balancing act, making chain pumps more expensive, slower, and bigger in exchange for it being much more efficient and MUCH easier to setup.
More efficient, despite being slower? I'd like to see the math on that. How deep do the pumps have to be before a chain pump as described would be more efficient?

Quote
And as for necroing, I haven't really kept up with suggestions since I posted this but necroing was seen as just as bad as posting yet another multiplayer/multithreaded/steampunk/ect... suggestion.
Necroing. Is. Okay. On. The. Suggestions. Subforum.
Sorry about the TV Tropes link.

Also, chains and buckets are dirt-cheap. So building this pump would hardly be a drain on resources.
Buckets, yes, as much as beds or barrels. What about ropes?

Quote
I like the idea of adding variety to the types of powered machines we can build, but why duplicate something which we can already do?
Because pump stacks are extremely complex and require knowledge of how fluids and mechanical energy behave in Dorf Fort.
Also constructing a pump stack without problems is something only veteran players can do.
I hardly consider myself a veteran, but I think I could figure out a pump-stack if I had to!

Quote
And should Toady implement pipes for moving water we can use screw pumps for moving liquids horizontally and chain pumps for moving liquids vertically.
...
Screw pipes should probably be able to move water horizontally, but also vertically (although not much).

50379
DF Suggestions / Re: More sorting options, including quality
« on: August 04, 2012, 09:35:03 pm »
Planned, eventually, and SERIOUSLY search a little.

50380
DF Suggestions / Re: Activated Charcoal
« on: August 04, 2012, 09:34:28 pm »
I'm not sure if it WAS, but it sounds like it COULD have been a naturalistic remedy someone tried and discovered worked. Do a bit of research to see if that is the case, and we'll chat about what all it should cure. Vampirism? Werewolfism? Forgotten beast syndromes?

50381
General Discussion / Re: Colonizing Other Worlds: A Poll
« on: August 04, 2012, 09:31:07 pm »
well then, we just use artificial UV rays.

done and dusted. now we need to sort out the next problem.
*reads list*
oh yeah, with the reduced gravity on the moon being low enough for people to fly provided there is an atmosphere (e.g. withing a large dome) and they have large enough wings, how will we prevent vigilante justice from people dressed as batman? :P
We'll ban importation of Batman costumes, if it's an issue.

Quote
I'm being honest, we'd require wings not too much larger than our arms to fly, which I think would be pretty awesome.
Indeed.

50382
DF Dwarf Mode Discussion / Re: [Spoiler!!!]Demonless?
« on: August 02, 2012, 09:01:44 pm »
Lucky you!

Did you fiddle around with worldgen parameters to remove all demons?

50383
Evil areas keep sieges out. Other than that, see what the good people at the Suggestions subforum can come up with. Just ask.

50384
DF Modding / Re: Rather Complicated Race Creation
« on: August 02, 2012, 08:56:52 pm »
1. Take a look at dwarves; they've got everything you COULD need. Some of that stuff isn't needed; playtest to see what you took out but needed.
2. Look at bronze colossi and such.
3. Add FIREIMMUNE.
4. I'm not sure. Just leaving them as-is SHOULD work--they use their own materials and tissues. Still, playtest!

50385
DF Modding / Re: Farming in all biomens.
« on: August 02, 2012, 08:50:47 pm »
The best you could do is a workshop that turns seeds into plants, but as mentioned, I don't think there's anyway to make it work like a farm so you'd produce food very, very quickly.

Maybe if you used DFHack or something to put dirt tiles on constructed floors?
Just a crazy idea - the reaction produces vapor with syndrome that makes farmer lay eggs. Then he occupies nest and lays "egg" plant that then is to be hatched till it transforms into mature plant.
It could turn the farmer into a creature that lays plants AS eggs, but A. you can't have eggs "hatch" into items, B. there's no way to get the farmer to actually go and lay the eggs, and C. IIRC, transformations on citizens tend to cause interesting issues.

3) Have a reaction to take 10 Seedlings to produce a Sprout, and another to get a 'Young Plant' and so on until the reaction takes a reasonable amount of time.

This is just off the top off my head. Not sure how much coding you'd need to get it to work. You might need specific reactions for each plant. I haven't worked with plants yet, so I don't know how finicky the system is with them.
You would need individual reactions for each plant, so that would be a bit of a drawback. However if you put the [AUTOMATIC] token on all of the reactions except for the first seed->sprout one then your dwarves will automatically queue up all of the later reactions in turn after you make the sprouts, cutting a lot of the micromanagement out of the job.
You could do something like a MATERIAL_REACTION_PRODUCT on the seed materials--the seeds would make a "sprout" of the plant material specified with the MRP, and then go from there.

Pages: 1 ... 3357 3358 [3359] 3360 3361 ... 3706