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Messages - GreatWyrmGold

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50401
DF Dwarf Mode Discussion / Re: Dwarf children: what jobs do they do?
« on: August 01, 2012, 10:31:02 pm »
I think dwarven children haul. Also, they throw parties. And give bad thoughts on death. So...wait 11 years, or mod dwarven kids to be useful younger.

50402
DF Dwarf Mode Discussion / Re: Stupid UristMcFoodMan
« on: August 01, 2012, 10:25:07 pm »
Well, the necromancer could help the farmer feed its pet bunny...once devouring flesh is implemented, at least.

50403
Thanks gents.  I was hoping I was simply missing a way to turn dead goblins into crossbow bolts... to make more dead goblins.

Possible, if you start with live goblins. Drop live goblins down a large chute--at least 20 z-levels, 30-40 to be on the safe side. Clear it out of fluids and creatures, then drop the goblins. They should all splatter on the ground; once they rot, they'll just leave bones, which don't have cartilage and so will be useful in making bolts or whatnot.

50404
DF General Discussion / Re: Forgetting Suggestions
« on: August 01, 2012, 10:19:04 pm »
I used to think about things that would improve DF, but then I realised the Toady has the mind of Einstein, Socrates, Newton, Jesus and Billy Bob Jimbo from down the road. He's made a game that I would never have comprehended existing. Any of my ideas would be a complete waste of his golden time.  :D
Putting aside the massive psychological difficulties from having the mind of a Jewish Austrian (or German?) mathematician who fled to America; an ancient Greek philosopher; an early physicist, albeit a brilliant one; a man who kicked off Christianity and was of indeterminate and unmentioned intelligence; and whom I assume is a hillbilly; such a man would NOT know much about computers, nor resemble Toady much. Toady's more like the modern equivalent of those 40d bookkeepers who kept working and became unspeakably awesome about figuring stuff out and such along the way.

50405
DF General Discussion / Re: Boatmurdered in Minecraft
« on: August 01, 2012, 10:15:52 pm »
Neat. I don't really know anything about Minecraft except what I've gathered from the wiki and from playing the free mobile version. Which sucks, but is better than most free games I've been able to find.

50406
DF General Discussion / Re: How to keep the Gobs alive?
« on: August 01, 2012, 10:14:39 pm »
Well, first off, even if a goblin civ is (in legends numbers) reduced to three goblins and their pet troll, they will still be able to send countless ambushes and thieves, and sieges of dozens of goblins and squads of trolls.

Second off, if you're feeling daring give them a new metal, high combat skills, larger size, or something. Or just make them breed faster or murder less or something.

50407
Wow, how many dead dwarves do I have so far?

Hm...are any of the kids nearing adulthood?

50408
DF General Discussion / Re: What Would Urist Do?
« on: August 01, 2012, 10:12:37 pm »
Nothing, he keeps getting interrupted by the bunny.

What would Urist do if trapped in his room by a nearby magma flood that doesn't flood his room?

50409
DF General Discussion / Re: Boatmurdered in Minecraft
« on: August 01, 2012, 10:09:38 pm »
Well, I have no clue about modding Minecraft, but it seems probable that fiddling with magma physics would be too tough to worry about. A better thing to worry about is, how could we get variable flow? Don't doors in MC stop fluids regardless of open/closed state?

50410
DF Suggestions / Re: Obedience
« on: August 01, 2012, 10:04:12 pm »
Social issues, like class warfare, disobedience, crime, and such should evolve over time. If you delay in setting up justice, criminals and crime might get firmly entrenched in your little fortress, causing future waves to consist more and more of only the truly desperate and those who feel they can control this wretched hive of scum and villainy (too late to add trope links...), which would only increase your social issues. On the other hand, being vigilant in stamping out crime and sloth would cause your settlement to become a beacon of hope and power throughout the land, and your main issues would be expanding this system to accommodate the swelling hordes of migrants. Basically, effort at first should lead to different and simpler problems later.

...That meandered fast.

50411
DF Suggestions / Re: Fountain of...
« on: August 01, 2012, 09:45:36 pm »
Hm...
Would gargoyles be modified statues, or what? I suppose they'll have to wait until plumbing is implemented...

50412
DF General Discussion / Re: How far must a dwarf fall to die?
« on: August 01, 2012, 09:44:14 pm »
Someone did a bunch of experiments about how far one had to fall to die. The thread got locked due to what can be described as Nazi jokes, IIRC, but the data is still somewhere. I'm pretty sure all the subjects that fell at least 10-12 levels died on or shortly after impact. I also think that there was a good amount of splatter at the upper end of the tests (20 zl), but I don't remember.

50413
Well, let's see...Luna and Mars have pulled even in the poll...

Both have a common problem. Low gravity. Of course, the answer is either centrifuges or a space station. The latter has the benefit of possibly allowing access to asteroid mining; that's the assumption I'm going on.

50414
DF Suggestions / Re: Noblemen in the Military
« on: August 01, 2012, 09:40:02 pm »
To my knowledge, military officers above "militia commander" are basically different only in worldgen. And while aristo- and bureaucrats are different by the jobs they do, that's about it. I'd like to be able to have more control over that stuff via modding--traders/brokers could easily be either kind, for instance.

50415
DF Suggestions / Re: Fountain of...
« on: August 01, 2012, 08:46:30 pm »
I like the idea of ancient ruins being made before history starts, as well as old, destroyed cities decaying to ruins. And, of course, both types of ruins being reclaimed by both worldgen and players.

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