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Messages - GreatWyrmGold

Pages: 1 ... 3369 3370 [3371] 3372 3373 ... 3706
50551
DF Suggestions / Re: Cults
« on: July 25, 2012, 09:50:13 pm »
Well, since offending a god can be as easy as defiling a temple..building a temple should be enough for the builders, designers, funders, and such to get a blessing divided up between them. Killing a major enemy of the faith should be worth something. Surviving demons and being willing to go back? Definitely a blessing, to be replaced with a curse if you don't actually go demon-hunting.

50552
Another question: I can't think of a good way to sorta go around this lightly, but our ability to survive kinda requires a decent female:male ratio. How many women, girls, ladies, etc, are there compared to those of the male gender?

You didn't read through the whole thread, did you Wyrm?
Um, nope, sorry. That's why I missed the test-tube babies stuff...

Going over previous records, I'd say not great. Demographics thread lists the vast majority of us as being between 15-30 males. Honesty is not required, so it may be better then current expectations, but by and large, its a sausage fest. Thats why we went onto cloning. test-tubers.
Not ideal, but meh. If we clone wisely, the issue will sort itself out in a generation.

Quote
Anyway, If nesasary, we can set up 2 outposts, one of mars, and one on the moon. We always expected to control the moon anyway. HOWEVER, and moves on the moon must be soon, as some US military chief plans a military base on the moon, which would complicate matters.

And remember, we don't need to be self-sufficient from the get-go, instead we can grow self-sufficient. This way we enjoy trade with earth, without giving up our dreams of a pan-solar empire.
Hm, so...I call a spot on the Lunar outpost.

Another question: I can't think of a good way to sorta go around this lightly, but our ability to survive kinda requires a decent female:male ratio. How many women, girls, ladies, etc, are there compared to those of the male gender?

You didn't read through the whole thread, did you Wyrm?


The fact of the matter is, Wyrm, that the majority of Bay12ers are one of three things:
Male (majority)
Gay/Bi/Other male
Gay/Bi/Other female

I don't think I've actually seen a straight female posting here, which is somewhat odd. Anyone know of one? Surely we have one straight female amongst the 5000 ish people that play DF?
...Yeah, let's invest in cloning. Either that, or get some of the "gay/bi/other women" to have a bunch of artificially inseminated babies. They would, of course, be excused from heavy labor or military action if we did this.

So, this is all just a thought experiment, right? We don't actually have enough organization or funding or permits or anything to do this, do we? If we do...where do I sign up for real?

50553
DF Suggestions / Re: Totems useful against necromancers/undead?
« on: July 25, 2012, 09:43:05 pm »
1. Thanks.
2. Can you say, "Fu--Oh, no! I'm being eaten by a zombie! And my left arm, which is really not being as successful."
3. Pretty much.
4. Voudoun, IIRC, has some haungans who are willing to make zombies but  most don't like those. Of course, this is vague recollections from a somewhat well-researched RPG supplement...

50554
Who uses minecarts for mining?

50555
DF Dwarf Mode Discussion / Re: Tanners crafting leather?
« on: July 25, 2012, 09:33:50 pm »
Yeah sometimes a level 10 armorsmith gets a mood and makes a goat leather loincloth or something.  Kids who have no skills can mood, too.
No and yes.

Tanners get leatherworking moods. Generally, skills will take the nearest skill that actually makes stuff.

50556
DF Modding / Re: Simple pressure plate mod [Idea]
« on: July 25, 2012, 09:32:33 pm »
Why would you need to change 300 values? Just change the dwarven BODY_SIZE to be slightly smaller.

Because I want to 'fix' it for all creatures, not just the dwarf.

I thought the idea was to get the pressure plate to trigger for non-dwarven friendlies (elves) but not dwarves.

50557
DF Suggestions / Re: Gradual change of race in a fortress
« on: July 25, 2012, 09:29:07 pm »
I know, I just like poking a little fun at random people over things that they shouldn't mind too much.

What DOESN'T like kicking around dwarves? Okay, rocs, but they don't really have "feet," per se...

50558
DF Suggestions / Re: Totems useful against necromancers/undead?
« on: July 25, 2012, 09:28:01 pm »
Right now, totems are just prettied-up skulls. Religious symbols WOULD scare off the undead. Totems as they are right now? Nope.

Also:
...Why totems? It seems that decorating your place with skulls would ATTRACT necromancers...
Second post in the thread.
i think this is a good idea, evey single religion (that i know of) had some sort of artifact or sign to repulse or destroy the undead and evil forces. why not in df.
Well, skulls are the only religious icon we have right now, so hold your rutherers until we have the dwarven equivalent of a crucifix or a Star of David or...the equivalents for non-Judo-Christian religions.
This is one of the most unambiguously great ideas in the history of suggestions! Just placing a properly prepared totem on a slain corpse to keep it from rising seems no more supernatural than the corpses rising in the first place.
Perhaps, but it doesn't make sense. "I'll put this skull, a symbol of death, on a corpse to prevent the powers of death from working on it!"
Post right before yours.
See, the way I'm using "totems" means "totems as they are now." What you're thinking of as totems is what I call things like
...religious icon...the dwarven equivalent of a crucifix or a Star of David or...the equivalents for non-Judo-Christian religions.

I think what we have here is a failure to communicate.

50559
DF Suggestions / Re: Gradual change of race in a fortress
« on: July 25, 2012, 09:24:16 pm »
...No, not at all. Also, quote the post you're replying to unless it's right above yours.

It still looks cool, right?
Yeah, just not ANYTHING like a kobold. Or a mammalianey creature.

I don't see why we can't hire other creatures as mercenaries or workers if the goblins get trolls.

Even just this would be nice. Why should I risk my dwarves when the humies will fight and die for me instead?

Well, goblin trolls are slaves, so dwarves would need to have a nicer relationship with the humans and elves. And other dwarves, actually...

I always just thought trolls/orge the goblins had just fought for them because they thought it'd be fun.
Not sure what an orge is, but that's a possibility, too. For ogres, at least--do the trolls also think getting their hair sheared would be fun? How about getting EATEN? Goblins eat troll and ogre, IIRC.

50560
DF Suggestions / Re: Clean Work Area
« on: July 25, 2012, 09:22:43 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.

50561
DF Suggestions / Re: A use for toys
« on: July 25, 2012, 09:20:15 pm »
Puzzleboxes would train puzzle-solving skills. Until they got tired of trying to solve them, then they'd train mechanics when no one is looking to solve it.

50562
The only problem is that dwarves are idiots with minecarts, and that can be mostly averted with some cleverness. Or not using minecarts. Overall, there's not really any downside, and a thousand or more uses that make up for that and then some a thousand times over if you're dwarfy enough.

50564
DF General Discussion / Re: Arena Mode and You!
« on: July 25, 2012, 09:16:19 pm »
Independent necromancers raising corpses, then realizing that, since these corpses were "Independent," they were his enemy! Repeat until necromancer dies.

50565
As powerful of a single core as you can. DF can't multithread yet.

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