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Messages - GreatWyrmGold

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50536
It's less of a kaboom thou, and more of chemicle warfare.  At least until we get to the point where we have actual explosions in dwarf fortress.
naa i like the idea of a catapult throwing creepers, this would mean that it would be more risky to use cause you have to sacrifice a creepers to use it, and it could also hit other creepers (explosive chain reaction  :P)
Would it actually be possible to mod catapult's to use creepers as ammo?  Or would we just have to stick with bridges?
Catapults are in every way, shape, and form hardcoded.

50537
Question: How did the vampire survive the cavein?

50538
DF Modding / Re: Caste Specific + Custom body part problems.
« on: July 26, 2012, 09:31:51 am »
And that fixed it, thanks you very much. All i needed to do was fix con to contype and put the whole body + plans in each caste. I guess the system can't handle adding a body part after the body.
Meh, the system's pretty good once you understand what you're doing. You're new; it happened to everyone. Except those who don't mod.

50539
DF Suggestions / Re: Cults
« on: July 26, 2012, 09:28:33 am »
Probably. IRL, priests held a high station because they lead the religion that was the backbone of their society. Imagine how influential they'd be if the gods were REAL...
Please don't turn this post into the start of a religious debate. Seriously, it will just end in tears for everyone who isn't merely annoyed, and I'll likely be in the latter category.

How am I turning this thread into a religious debate? Wait- You ARE talking about ME, right? 'Cause I don't appreciate that you are accusing me of something like that. Is this about what I said about the difference between a "cult" and a "religion" and that I called early Christianity a "cult"? Because I hate to break it to everyone, but it WAS a cult. And, in case you forgot, I was using Christianity as an example. Here's another example- Some low budget movies have a "cult" of "followers". Happy now?
I was asking other people not to turn what I said into a religious debate. Sorry for the misunderstanding.

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By the way, you are one of the people on this forum who's logic is great enough to gain and keep my respect. Let's keep it that way, shall we?
Thank you. I'll do my best.

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The tax break thing was a joke, by the way.
It was a good idea, though! Or, at least, it will be once there's an economy again.

I know this is kinda random, but perhaps, when the economy works again, the High Priests can get a tax break, based upon the amount of worshippers inside their temples?
Priests strike me as the sort who either pay  taxes, or don't. Right now dwarves don't really differentiate between small religions, and huge ones. I'm sure I saw a dwarf that was the only worshipper of a god. In terms of cults, religion and worship of a god or concept is uniform, but some places are holders of a special sect of religion. you can see this in adventure mode. It's limited to places with temples.
The idea is that, once religion is better-implemented, the leaders of the religion would get various perks. Just like they did and do IRL! Only moreso, because the gods they worship bless and curse people.

50540
DF Suggestions / Re: A use for toys
« on: July 26, 2012, 09:25:29 am »
For example, toy axes and hammers would help them start training in being axe dwarves and hammerdwarves.

Anyways...toys would probably have some kind of SKILL or TRAINS token. For toy weapons, it would be the weapon skill; mini-forges would probably train some kind of smithing skill. What skills would the other currently-implemented toys train, and what other toys should there be?

50541
DF Suggestions / Re: Obedience
« on: July 26, 2012, 09:23:34 am »
Not without making every form of disobedience into a crime, or at least a toggle-able option.  You blow off a work assignment, and someone catches and reports you, you spend a year in a cage and see if that puts the fear of the overseer back into you.
Harsh. A fine or a small beating should be sufficient for a minor violation.

Dwarves' obedience to your orders should be added once the personality update is worked on. That sentence...is a train wreck.

50542
DF Suggestions / Re: Trading for Dwarves
« on: July 26, 2012, 09:22:01 am »
The idea is that you'd ask for a dwarf and pay some price to get the dwarf. The question is what SOP should be for the payment--a one-time "fee"? A minimum level of annual tribute? A certain level of housing and other amenities for the dwarf? Some combination thereof? Obviously, this would be scaled in, uh, scale based on the skill of the dwarf (a novice cheesemaker might only cost a couple of mugs, but a legendary mason may take masterwork silver serrated disks or somesuch), and the SOP wouldn't have much effect on dwarves who independently decide to come and help your fort for a price.

Colonization: I'd be interested to hear this idea, specifically how it differs from the current system in game terms.

50543
DF General Discussion / Re: Future of the Fortress
« on: July 25, 2012, 11:05:13 pm »
Something else just occurred to me: Will enemies hearing/smelling you despite their backs being turned be implemented any time soon?

50544
DF Adventure Mode Discussion / Re: Must....EAT
« on: July 25, 2012, 11:00:26 pm »
They should be useable.

50545
DF Gameplay Questions / Re: Choice of War Animals
« on: July 25, 2012, 10:58:56 pm »
Rhinos are heavy grzers. I think they're with elephants and dralthas in the "Can't keep themselves fed without modding" category, so avoid them.

Giant red pandas also require to graze. I think they can, theoretically, keep themselves fed, but they need bamboo. Unless you've got abundant bamboo, avoid pandas for ANY purpose.

Fliers are cool, but as you live in a mine, not too useful. Use the giant eagles as an ornament, not as your first line of defense.

That leaves gorillas and grizzly bears, both of which are solid choices. Please note that, short of megabeasts, pretty much nothing is really going to stand a good chance against an armed, armored soldier. Unless perhaps it's an elf. EDIT: Or not in a fair fight.

50546
DF Gameplay Questions / Re: What's so damn special about Obsidian?
« on: July 25, 2012, 10:52:24 pm »
It's cool. It can be made into cheap swords. It;s magma-safe, which means that ONLY dragonfire destroys it (and that stuff can destroy steel, and allegedly COTTON CANDY! Dragonfire doesn't seem to follow normal temperature rules). You can make it in infinite amounts, as close to your workshops as you like. It's more reason to use magma. And did I mention it was cool?

50547
Or, just send in a few squads of recruits.

50548
How will we get rockets, colony-building equipment, agricultural materials, genetic engineering equipment, etc? Space colonization isn't just a "pick and an anvil" deal, you know.

Something just occurred to me: Instead of colonizing another world, build a spaceship or -station capable of indefinitely sustaining human life. Like a nuclear submarine, but more self-sufficient. Thoughts?

50549
DF Suggestions / Re: Cults
« on: July 25, 2012, 10:45:54 pm »
Probably. IRL, priests held a high station because they lead the religion that was the backbone of their society. Imagine how influential they'd be if the gods were REAL...
Please don't turn this post into the start of a religious debate. Seriously, it will just end in tears for everyone who isn't merely annoyed, and I'll likely be in the latter category.

50550
DF Suggestions / Re: Clean Work Area
« on: July 25, 2012, 10:42:26 pm »
MrWiggles beat me to it.

If you don't like dwarves hauling stuff from construction sites, don't let dwarves haul the items or don't build in areas where stuff's being taken away from. That's control. If you don't like not being able to control every litle thing your dwarves do, play another game.

Setting construction above hauling would have at least as many problems as setting hauling above construction does now.

*FACEPALM!!!*

The POINT of this ENTIRE thread was that the dwarves were INEFFICIENT at hauling stuff away from build sites. I never said that I didn't like that they hauled stuff away. Also, isn't DF about MICROMANAGEMENT? As in, "the player controls the little details"? The job suspension problem is less of a detail and more of a headache, if you ask me. That's all I'm trying to say. Actually, here's an example of what I'm trying to say (based on reality)-
So instead of hauling making construction less efficient, you want construction to make hauling less efficient.

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My father owns a general contracting business. What do you think he would say or do, if i asked him what the construction workers do when a large stone is blocking a construction site? He would laugh at me, then ask me, "Why do you ask such stupid questions?" What do you think the foreman would do or say to a worker who goes, "Oh no!!! I can't build here because a HUGE rock is in the way!!!"? He would fire him. That's what.

And THAT is the point of my thread.

Anyway, it's kinda sad that a race as hard working as the dwarves can't take two frikken seconds to move something that's blocking a build site, but decide to suspend the construction instead.
Erm, they don't want to piss off the dwarf hauling the item for cutting off his path, nor the guild associated with said item. Which in the case of a rock, might be HIS VERY OWN GUILD.

And you've walked into ass hat land.
Excuse me? Let's get one thing straight- You aren't going to call me an "asshat". Do you understand me?
Let's get one thing straight--you aren't going to BE an asshat if you don't want to be called one. Do you understand me? 

Seriously, let's stop. It's poor analogies on all sides, MrWiggles and I on one, DwarfMeister on the other. DwarfMeister wants hauling jobs to be interrupted for construction; we Wiggles and I think that the opposite is fine. That's all that this is ever going to be. MrWiggles, you have my emotional support, but you can handle DwarfMeister. I'm leaving this thread.

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