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Messages - GreatWyrmGold

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50581
I'd be willing to take a turn if Andyman can't do it. I prefer the formative years, so please add me to the list again.

50582
but but but...  :'( thats the only thing creepers were good at.

could you acually mod that in? not saying do it cause it would make the mods more annoy than Fun! but is that possible? (the question is if you can mod it or it has to be from the game.)
No, it's not possible. Seeing as we're playing as the creepers, it would also be counterproductive.

Urist McGrandPappyCreeper has died of Old Age.
BOOM!
A portion of the cavern has collapsed!
BOOM!
BOOM!
BOOM!
...

Spoiler (click to show/hide)
More like "Your settlement has crumbled to its end."

50583
DF Suggestions / Re: Totems useful against necromancers/undead?
« on: July 25, 2012, 11:06:18 am »
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.

50584
DF Suggestions / Re: Clean Work Area
« on: July 25, 2012, 11:03:51 am »
Dwarves move items out of the way already, as long as they're not forbidden or already marked for a job.

50585
DF Suggestions / Re: Trading for Dwarves
« on: July 25, 2012, 11:03:05 am »
We're not talking about good dwarves offering to come to your fortress in exchange for stuff, we're talking about the Mountainhomes sending you someone. What should the normal deal from the king be? "We'll take this crap you've got and I'll send you a dwarf like you asked for?" "Send me X amount of tribute annually and give him/her what s/he wants and you can have the dwarf?" Something in between?

That said, high-skilled dwarves should also occasionally come to your fort, let them know why they're useful, and offer to stick around and work if their requests are met. These requests could vary from "A bed to rest my head and abundant work to do!" to "I want a great bedroom, a private dining room, servants, my own workshop, a warbeast to follow me around and another tied up in my room, and stop trading with the humans!" depending on the dwarf's skills and personality. If these conditions are not met, the dwarf will get very unhappy and, once emigration is implemented, perhaps leave.

50586
DF Suggestions / Re: Wheelbarrows as Dwarven Stretchers
« on: July 25, 2012, 10:57:41 am »
Just throwing a person with broken bones into a wheelbarrrow and carting them up stairs and stuff sounds like a bad idea. It would make a lot more sense to be able to craft actual stretchers.
yes a wheel barrow isn't the best idea, but if you have a wheel barrow right next to you, and running to the other side of the fort to get a stretcher while your comrade is dieing probobley isn't the best idea either.
Where are you imagining the stretchers being kept, the magma forges? Any competent player would realize that keeping stretchers near either dwarves who are going to be injured (i.e. near entrances), dwarves who are going to be getting the injured ones (i.e. near nurses' quarters or the hospital), or both. A wheelbarrow might be closer, but it's also going to make things much, much worse.

50587
DF Suggestions / Re: Dwarf Skills Based on .....
« on: July 25, 2012, 10:55:11 am »
I'm not sure if this is been suggested, but an idea I had for this game might be to include Dwarves who have different foci on their skills (Jack of all Trades, Prodigies, Legendary) These foci wouldn't be pronounced on birth (or some could, or all could), but rather they would just be decided by other factors. For example:
Search. A couple of these, at least, have been suggested; one of them I suggested maybe a month ago.

Quote
  • UristMcProdigy of 7 Years old enters a strange mood, claims a workshop, starts a mysterious construction of an artifact, completes a mysterious construction of an artifcat, becomes Legendary (insert skill and if mood is applicable) and becomes a prodigy in (insert skill).

Prodigy - Children who enter strange moods and complete artifacts become prodigy's. Whether or not the child is in a mood that gives experience or not, the child will never become rusty in the skill associated with the making of the artifact, and if they gain no experience then they level in that skill far faster then a normal Dwarf.
Prodigies sound neat, but it shouldn't be through strange moods. Maybe 1/100 dwarves should be prodigies; these dwarves would be great at learning a certain class of skill but worse at learning other skills. A stoneworking prodigy might be better at masonry, mining, and stonecrafting, but worse at everything else. Military progidies would be valued, if they were found.

Quote
  • UristMcLegendary hits the Legendary skill level for his skill.

Legendary - Besides them flashing a lot, maybe make it so Legendary Dwarves get some added bonus' or penalties. IE, they don't suffer rusting in their skill, but at the same time, they may have problems leveling in other skills. Building off from the Prodigy idea, Prodigy's would have their own special title of 'Legendary Prodigy.'
Prodigy's is possessive. Prodigies is plural. On to the idea: Legendary dwarves never getting rusty sounds good, but perhaps a bit weak for being a living legend. Again, search--I suggested legendary feats for legendary dwarves not too long ago.

Quote
  • UristMcDoEverything switches his profession for the 3rd time in three different fields.

Jack of all Trade - Dwarves who you constantly switch their profession, and do so in multiple fields may become Jacks of all Trade. This might be considered a dangerous thing becomes a Jack of all Trade is indeed a Master of none. Basically my thinking would be that a Jack of all Trade could train up ridiculously fast in any profession he is not already at least skilled or adept it, and those skills would never become rusty, but therein after he would have difficulty training up skills above the set level, possibly with a high chance of them becoming rusty or very rusty.
Jacks of all trades should be either dwarves good at learning skills up to, say, Talented or so, but bad at learning them higher, and wanting to try new things when they reach those skill levels (determined at the same time Progidy status is); OR simply dwarves with roughly equal levels in a bunch of skills. No need to make a dwarf who switches between, say, mining and masonry a lot horrible at learning after an arbitrary number of times that one skill crept above the other.

Quote
I'm sure the ideas for this could be vast - you could have one that is dedicated to a Dwarve who trains in a specific skill set (like Farming skills or Military) and there could be tier ranks as well - Jack of all Trades for example may not have to be Master of None, who could one day be Master of All...
There's a bunch of possible ideas. The "Master of All" JoAT seems more sensible for the most part (search for "Morul the most interesting dwarf in the world" and see what pops up). Obviously, if a dwarf never bothers to go above adequate or competent skill level in any skill, he's not going to do well at anything, but there's no reason for all dwarves with a bunch of skills to be that way.

50588
DF Suggestions / Re: Cults
« on: July 25, 2012, 10:45:49 am »
If a dwarf does something to impress a god sufficiently, the dwarf should get a blessing. Just like if a dwarf does something to piss off a god sufficiently, the dwarf should get a curse.
Same goes for demons, except that their blessings should be horrifying to non-cultists and their curses should be devastating.

50589
DF Suggestions / Re: Wheelbarrows as Dwarven Stretchers
« on: July 24, 2012, 09:20:52 pm »
By then, it's too late to count as a stretcher.

50590
DF Suggestions / Re: Gradual change of race in a fortress
« on: July 24, 2012, 09:20:11 pm »
Well, goblin trolls are slaves, so dwarves would need to have a nicer relationship with the humans and elves. And other dwarves, actually...

50591
Use a skill in the reaction, and require everyone who uses the workshop to have at least Novice level in the skill to use the workshop via profiles? Or do I not get what you're saying?

50592
Forum Games and Roleplaying / Re: How many people play DF?
« on: July 24, 2012, 09:17:17 pm »
On one hand, Olympus Mons is probably the best place to go if we want dwarfiness. If we still want contact with Earth--say, if we leave during the early days of space colonization--somewhere on the Moon would be best. Titan, perhaps Europa (if we solve the temperature problem and/or live in underwater habitats), or an extrasolar terrestrial planet would be the best bets if we don't want to spend a fortune on terraforming.

50593
DF General Discussion / Re: AI Games
« on: July 24, 2012, 08:40:32 pm »
Should we let people that weren't playing in the game vote for their favorite timeline?

50594
Forum Games and Roleplaying / Re: How many people play DF?
« on: July 24, 2012, 08:39:22 pm »
I always thought there was only 1 DF player and Bay 12 member. A schizophrenibc, insane genius with thousands of different people as personalities.
In that case, a lot of me is really stupid and annoying.

I still dont think the moon is a good idea for invading earth, as we would have to rely on trade from earth (derp). How would we invade then!? Plus, there would be a huge state if anarchy after, which would be a pain in the ass to deal with.

So, lets come up with a super overly complicated plan for taking over the earth, were all the possibilities of things that could go wrong are covered.

^Only on this forum could i post that. This derail is BADASS.
Oh, for the love of...Read The Moon Is a Harsh Mistress, then we'll make our lunar military plans. In the meantime, note that if we aren't stupid enough to ship our water to the Earth in the form of wheat, we should be able to manage a biosphere if we can restrain from flooding our own farms with magma every time something goes wrong or something.

50595
DF General Discussion / Re: Future of the Fortress
« on: July 24, 2012, 08:35:01 pm »
There seemed to be tents in that video. Are tents implemented for Fortress Mode, or are they just thingies that pop up in military camps?

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