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Messages - GreatWyrmGold

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50461
DF Suggestions / Re: Cults
« on: July 31, 2012, 08:32:11 pm »
Maybe but I think it'd be hard to implement properly. I think factions would work out better as they're more open and visible to the player. Factions could make demands, much like nobles but hopefully with a reward for helping them. Maybe they send for some of their skilled members from the mountainhomes or something like that.
Not factions that are TRYING to stay secret.

Another way to let you see if a dwarf is under the cult's influence would be to look into its thoughts and preferences. Something about being an "avid worshiper of the dark lords," might be useful.

I think making the demons more or less powerful based on faith goes too far. Look at it this way. Wouldn't having a willing, obedient suicidal cult of 50 dwarfs (Of course including your military, otherwise where's the fun?), indirectly increase the demons' power by causing a heretical uprising?

The answer is yes.

Cults should more easily spread to dwarves that have recently had something bad happen to them (just like how they work in real life). Not something minor like noise, but something major like losing a spouse. This would be independent from the actual "mood" of the dwarf. I.e, a Happy dwarf that just lost all its family would still be happy, but inclined to join a cult. Dwarves with higher persuasion should spread the cult more. Once the cult hits 20% (or another percentage) of your fortress, they try to summon a demon/revolt, forcing you to kill them thereby exterminating the cult. You could also inoculate your dwarves via magma injections.

Throwing a dwarf in jail would make it less cultist (more points if its a jail outside), but a cultist dwarf being executed would transform it into a martyr. Perhaps certain statues and slabs could be designated as a "holy" one, that "fills the dwarf with reverence and steals its heart against darkness."
Mostly fine. Prisons sem like a good place to get new recruits, although probably as a side effect of the "bad thought" process and the kinds of dwarves being sent to prison rather than the prison itself.

50462
DF Suggestions / Re: Chain pumps
« on: July 31, 2012, 08:30:22 pm »
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.

Quote
http://en.wikipedia.org/wiki/Chain_pump
Chain pumps are pretty ancient and would be a great answer to multi-z-level pumping.

The pump itself would be a 3x1 building, 1 walkable square and two solid squares. The end solid is the output just like a screwpump and the middle square is the collection square.
When built, the middle square must be over a hole and the building will path straight down that hole to the first solid floor or block it comes to, which becomes the collection point. It will path through water and lava, but not any constructed bridges/hatches/ect... even if set open. The space between the collection square and the floor it pathed to are non solid but considered part of the pump for building purposes, and if anything solid forms in that space (like magma becoming obsidian) it deconstructs the chain pump.

Building materials:
3 blocks
2 mechanisms
1 chain and 1 bucket for every z level below the pump to the collection point.

Can be dwarf powered, or mechanically powered for 10 + 2 per z level the pump spans.
A chain pump is slower than a screw pump, so move a 1/7 of water every 3 ticks instead of 1.
I'm a bit fuzzy on why the chain pump would be so much different from a screw pump.

50463
...Meh. Seems like a lot of work, unless we want to screw up mods. Also, seeing as DF is an ASCII-style game, it would probably screw up the aesthetic.

50464
DF Suggestions / Re: New profession - Herdsdwarf
« on: July 31, 2012, 08:25:05 pm »
Neat idea.

and thay should have hunting dogs to help them.
Although herding sheep has been described as being, in canine-psychological terms, hunting without the killing at the end, a sheepdog (or, for dwarves, dralthaGCS?) would be trained much differently than a hunting hound (or spider).

50465
DF Suggestions / Re: Semi-military and civilian squads.
« on: July 31, 2012, 08:23:16 pm »
Alright, something which came to me which i think will add a bit more to the concept, the foreman/master (profession), who directs and sometimes gives pointers to the dwarves under him. This is the equivalent to the squad captian for the military, and should ideally be the dwarf with the best overall skill AND social skills (or at least leadership presence) The foreman/Master (profession) would do a few things

1: decide who does what, for example, delegate mining out squares with valuable ore to the more skilled dwarves (or do it himself) and making sure the newbies get the nice cheap stone to mine out till they improve.
2: help train up less skilled dwarves working for him. The foreman position would have an occasional 'instruct' job and hang around a less skilled worker as he does his job, which would increase the less skilled worker's XP gain.
3: Enforce discipline. This won't usually be an issue unless your dwarves are unhappy, but the foreman would serve as a bit of a buffer when dwarves are unhappy and taking frequent breaks, it would be the foreman's job to either yell at them to get back to work (which could cause an argument, either good or bad depending on the temprament of the dwarf), try to reason with the unhappy dwarf, or if the situation is bad enough, give them a good kick in the pants (which may cause a fight). The foreman also serves as someone to complain too, as it makes little sense for EVERY dwarf to go to the mayor/expidition leader for all their problems. Enough complaints about a problem to the foreman would lead to him complaining the problem to someone higher up.

Thoughts on this?

Seems sensible. It would probably only be needed for large groups.
1--When you've got three miners or masons or whatnot, your EL or whomever can probably just say "Build a wall here," and they'd get it and work out a simple plan amongst themselves. With a couple dozen dwarves building a castle or somesuch, a foreman would be VERY useful.
2--Not sure how the foreman would do this, except in seasons that the masons are training masonry. Somehow...
3. VERY useful in large groups; in smaller ones, the harder-working dwarves can tattle on the slackers, encouraging everyone to work and swiftly punishing the slackers. Large groups? They might not even know WHO the slacker is, so some kind of foreman would be useful.

50466
Well, I think this (or something like it) should be implemented when children act like kids and not lazy migrants. IMHO, it should be more like "Kids decide they want a pet, look around for a spider/lizard/toad/creepy crawler/whatever, find one, and then try to find some way to contain it." For a toad, maybe they stick it in their pocket; for a fly, they might need to steal some kind of container to stick it in. Which would likely be punishable with a fine or jail time or something...

50467
DF Suggestions / Re: Self Defense
« on: July 31, 2012, 08:15:14 pm »
Personally, I think that something like this could be an outgrowth of civilian squads. You could set them to have certain skills, perhaps, and perhaps being able to tell various dwarves to do the training would make sense. That would allow for this as well as, say, having your legendary miner explain how to mine quickly and well to newb miners.
Probably shouldn't be automatic, though. "Dammit, miners, you can defend yourselves with your picks if you need to, stop training with the CoTG and get to mining out the bedrooms!"

50468
DF Suggestions / Re: In-game duplicate raws warning
« on: July 31, 2012, 08:12:58 pm »
Well, if you're making a mistake like that, either A. you're doing it on purpose (in which case you'd be annoyed), B. you're testing out a mod and being sloppy (in which case the errorlog would save you, and you'd get a neat world), or C. you're a newb modder who doesn't realize the issues with duped raws. Personally, while this would probably be easy, it would probably be more annoying than useful 90% of the time.

50469
DF Modding / Re: How to create 7/7 magma with a reaction
« on: July 26, 2012, 07:47:40 pm »
Well, buckets don't hold 3,000 units of water, now do they?

The reagent for "Create Magma" could be normal stone plus some kind of firey plant extract, perhaps called something like Flameblossom. The flameblossom could be brewed into firewhiskey, or woven into flamepetal cloth. All materials of the plant would be pleasantly warm, except the extract (Essence of Fire?), which would be hot.

50470
DF General Discussion / Re: Can DF be fooled into multi-threading?
« on: July 26, 2012, 07:43:53 pm »
I doubt it. If there was some easy way to get DF to multithread, wouldn't Toady have done it?

50471
After the voting ends, we'll be working on biomes, right?
Also, what's the creeper stance on butchering sentients?

50472
DF Dwarf Mode Discussion / Re: need to kill clowns, but how...?
« on: July 26, 2012, 07:41:26 pm »
The trick is A. getting enough ballista bolts, B. firing them accurately, and C. preventing siege operators from fleeing partway through the process.

50473
I like using them to send wood downstairs. I often have a wood stockpile aboveground, a inecart track leading to a pit, and then the pit falls next to my wood stockpile. (That way, dwarves don't get hurt when grabbing wood to make beds with.)

50474
Unholy

Hrmm, strange, its not working.
You're not an evil cleric. Well, you're not a cleric, I'm fairly certain about that. Around here, who knows about the "evil."

Why the surprise?
Rich has an...infrequent update schedule.

50475
Allegedly, it works. In practice, I rarely muddy stone.

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