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Messages - GreatWyrmGold

Pages: 1 ... 3360 3361 [3362] 3363 3364 ... 3706
50416
DF Suggestions / Re: Chain pumps
« on: August 01, 2012, 08:42:56 pm »
Alright, let me rephrase my issue:
I'm a bit fuzzy on why the chain pump would be practically different from a screw pump. The both move water, and Wikipedia doesn't explain why the chain pump would be a lot bigger, clunkier, more expensive, and less efficient at moving water.

For that matter...Why would anyone BUILD the chain pump you described? A screw pump can be made from 3 logs; a chain pump as you described it would take 3 stones and a log and cloth for every z-level. Okay, I'm starting to realize that you're thinking that chain pumps would replace pump stacks, but you didn't explain that very well.


"Ya know," your suggestion only came to the part I look at (i.e. the part which has suggestions I probably haven't seen and that the OP remembers clearly) recently, and, again...
Yes I know this has been suggested before, but my specifics are different and the board threwup a warning message not to necro threads.
FYI, necros are AOK and, in theory, SOP in the Suggestions subforum.

50417
General Discussion / Re: Colonizing Other Worlds: A Poll
« on: August 01, 2012, 08:41:14 pm »
...We're not dwarves, we need to abide by the laws of physics. Besides, where would you get all of the ash? We're cut off from Earth biomes in space...

50418
DF Suggestions / Re: Fountain of...
« on: August 01, 2012, 08:34:52 pm »
Hm.

Would these fountains be in ancient ruins, presumably having been enchanted by the builders?
Would they just be there, part of a landscape? I this case, they'd probably be more like geysers or springs than fountains.
Could you build fountains and enchant them? Heck, being able to build fountains and gargoyles would be neat!

50419
DF Suggestions / Re: Changes to sleeping
« on: August 01, 2012, 08:34:21 pm »
If you wantr to advocate an overhaul of time, allowing this suggestion, there's a thread to argue your point on already. Be prepared for a rebuttal...

As for the specific suggestion: As 90-99% of dwarves live belowground, there's no reason for their circadian rhythms to correspond to solar cycles they never see, nor to any specific cycle. Indeed, I can imagine them having a bit of culture that advises staggered sleeping cycles. That way, everyone gets rest on a good, predictable schedule, and you can keep a constant watch on the deadly caverns!

50420
DF Suggestions / Re: Dwarves leaving fortress
« on: August 01, 2012, 08:30:10 pm »
If you had no way to rise above the lowest dregs of society at home, but there was call for your chosen profession elsewhere, would you leave? Assuming not much threat to life and limb, of course.
I would, and dwarves should, too. Of course, as Footkerchief will likely point out, this isn't a unique idea.

50421
DF Modding / Re: Farming in all biomens.
« on: August 01, 2012, 08:29:40 pm »
Hm...

For a greenhouse workshop, you could make a tool (seed packet?), and make it so that a reaction turns a seed (item) into a seed packet. Then, a reaction could be made that produces produce ~1% of the time and a new seed packet ~99% of the time. Then, it would take an average (I assume--I haven't crunched the numbers) of around 100 reactions to turn a seed into a plant.
...Or, take out the seed packet. Seeds can be made in reactions, right?

50422
DF Modding / Re: Weapon used as shield
« on: August 01, 2012, 08:25:53 pm »
Dwarves can parry with weapons and strike with shields. Other than that...yeah, for now at least, each kind of raw-defined item (prepared food, weapon, hat, tool, shoe, etc) is a specific type of item, with no overlap possible.

50423
Temperature is being left on for this game, because explosions are more fun than a predefined attack.

And besides, you should see what happens when a creeper explodes in a lush cavern forest full of fungi and tower-caps! (It burns.)
"elves strolling through there forest retreats and enjoying the tall and healthy trees than BOOM something goes off and the whole retreat do down in creeper flames"  :P i think we should have creeper adventure mode now

ssssssssssss...BOOM!

50424
DF Modding / Re: Modifying dorf Thoughts and Preferences
« on: August 01, 2012, 08:14:45 pm »
Or, use neato things like legendary dining rooms and mist generators to increase happiness. If you're fine with cheaty modding, you could always just mod in reactions to make free platinum (or whatever high-value metal suits your needs), fuel, dwarven syrup, etc.

50425
General Discussion / Re: Colonizing Other Worlds: A Poll
« on: August 01, 2012, 08:05:19 pm »
There's no option to vote for an O'Neil cylinder at L4 or L5 so I voted for the moon instead.
Well, those would presumably have the issues of a space station, but without convenient asteroid mining or protection from wrathful Earth.

Dyson sphere, Dyson sphere! It's a home, a mega-construction and planet sized all in one.



Spoiler (click to show/hide)
There's a lot of issues with Dyson spheres, like where you're going to get all of the material to build it and where you'll live in the interim.

50426
They still drown in magma, they just don't burn.

50427
DF General Discussion / Re: Axes and Anvils
« on: July 31, 2012, 10:04:00 pm »
Neat concept, but I'm sticking to 3.5 D&D for all of my high-fantasy roleplaying needs and GURPS for all of my low-fantasy needs, since I have a dozen books or so for the former as well as an encyclopedic knowledge of the rules and own the books for the latter.

Still, neat idea.

50428
DF Suggestions / Re: Noblemen in the Military
« on: July 31, 2012, 10:01:10 pm »
Well, I guess we need some kind of distinction between public servants, officers, and aristocrats then.

50429
Dwarves don't photosynthesize. What you've got is the start of something BETTER than a dwarf. Well, unless the worms die and rot, giving the baby an infection.

50430
DF General Discussion / Re: How far must a dwarf fall to die?
« on: July 31, 2012, 09:58:37 pm »
I think 10 z-levels usually kills, 20 usually explodes.
With sufficient luck, good or bad, this can vary greatly. There have been (unverified) tales of dwarves dying from a single z-level of fall, and a lucky or cushioned dwarf could survive 10 z-levels or more.

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