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Messages - GreatWyrmGold

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50446
DF Suggestions / Re: Noblemen in the Military
« on: July 31, 2012, 09:15:30 pm »
There is NO way a fortress of 10-40 dwarves could support an actual noble in the militia. Currently, as the name suggests, the "militia" best represents a group of armed and trained civilians who fight for their home and friends and stuff. Once forts can actually make armies, presumably real nobles would lead them.

That's not to suggest that a noble coudn't be among those trained civilians who fights for his home and his land because he has to. We can have aristocratic nobles without having an army, and those nobles can already be drafted into the militia. So yes, there is a way for a fortress of 10-40 dwarves to support an actual noble in the militia.

Perhaps in the case of the militia, we won't necessarily have knights and such. Maybe that'll act like it does currently, although the noble may be unhappy about being drafted into a commoner's militia. In the case of an army arriving though then perhaps we can get into the whole royal guard, pomp and all that.

Well, first off, while a noble might be in the military, he wouldn't expect a horse or anything more than a small fortress could be expected to make, or really anything more than a non-military noble plus a militiadwarf would get.
As to the second part: We need distinctions between part-time militias, full-time militias (cheesemakers and such that are training), and an actual military before we can worry about how nobles would feel about being part of a militia.
Other than that, pretty good points.

50447
DF General Discussion / Re: WorldGen Combat Strength
« on: July 31, 2012, 09:12:46 pm »
Size, equipment, skill, and numbers. In what I think is the order of importance.

Size--Obvious, but it affects lots of other stuff.
Equipment--Give them steel access and remove crap like bronze.
Skill--A bit trickier. Obviously, giving them various amounts of natural skill in various combat skills would help, but so would increasing the maximum age. After all, a longer life means that you can train more.
Numbers--While battles are basically fought as a series of duels, if you have a few thousand goblins against one legendary dwarf, one is probably going to get lucky. Decreasing the age of adulthood and increasing the number of kids had at once (by removing MULTIPLE_LITTER_RARE or adding a highish LITTERSIZE; default is 1-3).

50448
DF General Discussion / Re: Boatmurdered in Minecraft
« on: July 31, 2012, 09:07:23 pm »
 8)
How will you do the chasm? And the FTW device? And what's the closest Minecraft equivalent to elephants and macaques? And are you going to add the headless lizard? And are you going to add stuff from later on in Boatmurdered's history? And...

50449
DF General Discussion / Re: AI Games
« on: July 31, 2012, 08:58:59 pm »
Can't wait to get started.

50450
DF General Discussion / Re: What Would Urist Do?
« on: July 31, 2012, 08:58:20 pm »
Nothing. That is an impossible scenario. Vermin are indestructible, except by cats.

What would Urist do if he realized the above fact?

50451
There's a few kinds of worms that survive entirely off of photosynthesis from symbiotic bacteria.
If we're modifying our future test-tube babies, what else will we add?

I'm working on plans for a big space station that we could stick somewhere and use to train up a bunch of soldiers. Gravity ranging from 0.95 G to around 1.2 G in the main ring, and a gym that goes up to 2 G varying by floor. With that kind of environment, we'll have a good start with breeding stronger, tougher, and probably shorter people to fill our military.

50452
DF Modding / Re: Less Manbeasts.
« on: July 31, 2012, 08:48:16 pm »
Wait, sailors are raw-defined as mythical creatures?

50453
DF Modding / Re: Cheat reaction not working, did I do anything wrong?
« on: July 31, 2012, 08:47:11 pm »
You took the BC, turned them into an entity capable of going on adventures, and threw [INTELLIGENT] on them so you could learn how to kick. Correct?

Because that would explain this entire ordeal.
Well, then
My brother
evidently overdid it. Specifically, if the entity was supposed to be A-M only, there's no need to give it biome info or site info or spawning info or anything like that.

50454
DF Modding / Re: How does one change 'surroundings' properties?
« on: July 31, 2012, 08:45:01 pm »
Generate a new world, start a new fortress?

Or, let something FUN into your fortress. Tying up a necromancer near your graveyard would presumably help you feel like you're in an evil area, and if you do it right you can turn it off by raising a bridge or something (to cut off LOS).

50455
"Probably only uses diamonds..."
Did you use a REACTION_CLASS?

Oh, and another idea: Perhaps, once you implement all of the interesting stuff, you could have a "refine gems" reaction to replace the refine diamonds one, and give each gem one of a few refined-gem "metals." I'm not sure how many of the refined-gems you'd need, though...

50456
I think creepers and enderdragons+Dwarf Fortress=!!FUN!!
Anyways can I be put on the overseer list? This looks interesting! And we all know thats a Fun sign! :D
[Edit]:I say warm area due to my first fort dying due to thirst due to frozen water. Just sayin.
Alcohol! Any creeper too injured to drink is best off being placed in a special chamber designed to collect explodium, because the material you get when creepers go off is worth as much as raw adamantine and I'm hoping someone will find a devious way to collect it.
Turn off temperature.
That's another reason that it would make sense to make the explosion be a fatal-to-user attack and have gunpowder as an ITEMCORPSE, but meh.

50457
DF Suggestions / Re: "Adventurers" in Fortress Mode
« on: July 31, 2012, 08:37:00 pm »
Planned.

50458
DF Suggestions / Re: Noblemen in the Military
« on: July 31, 2012, 08:36:33 pm »
There is NO way a fortress of 10-40 dwarves could support an actual noble in the militia. Currently, as the name suggests, the "militia" best represents a group of armed and trained civilians who fight for their home and friends and stuff. Once forts can actually make armies, presumably real nobles would lead them.

50459
DF Suggestions / Re: Designation: unlinkable
« on: July 31, 2012, 08:35:07 pm »
Neat ideas. I still like the idea of being able to label something as "DON'T LINK THIS."

50460
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: July 31, 2012, 08:34:10 pm »
I think you should be able to pick up the broken, fired wooden bolts lying around and burn them for fuel, same with melting the metal bolts.
You'd need to pick up hundreds of broken bolts to generate any amount of fuel, assuming that only part of the bolt is recoverable. And that the little sticks can actually be turned into charcoal...

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