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Messages - GreatWyrmGold

Pages: 1 ... 3374 3375 [3376] 3377 3378 ... 3706
50626
DF Gameplay Questions / Re: I'am a Perfectionist
« on: July 22, 2012, 09:26:40 pm »
For the love of...

WJLIII3 was a jerk with some good points. Avo and the others have good points, but are turning into jerks. You're both kinda right, you're both increasingly wrong, can we please try to keep up Bay12's high standard?

50627
DF Gameplay Questions / Re: Is 10 years pretty good?
« on: July 22, 2012, 09:08:57 pm »
Well, mostly I get bored with my forts after a couple years, except for the ones that get killed by premature sieges or zombies or husks or something. Also, FPS really sucks on my netbook. I should consider turning off weather and/or temperature...

50628
Maybe I just like that this is the first time I've showed up in mode credits.

Alright, this is how you make Jacks-O-Lantern turn into golems:
1. Create a Jack-O-Lantern creature and an iron golem creature. If you need help with that, just ask me (or base it off of bronze colossi).
2. Create a reaction. It should take the reagents (four iton blocks, probably) and turn them into a cloud of a newly-defined inorganic, which I'll get to. Call it something like GOLEMGAS_IRON for iron golems.
3. Make sure the entities have both the reaction and the building it takes place in permitted.
4. In one inorganic file or another, create a new inorganic, called whatever the reaction makes. Give it a syndrome, only affecting jacks-o-lantern, that is inhaled, by-contact, and everything else if you want to make sure it gets results; check the wiki for help.
5. Make that syndrome turn the affected creature into an iron golem.
6. Repeat steps 1-5 for snowlems, if you want.
7. Make sure people know to pasture the jacks-o-lantern in the workshop if they want a golem to be made!

50629
DF Gameplay Questions / Re: Weapons and training questions
« on: July 22, 2012, 08:33:04 pm »
Density is very important for blunt weapons, actually. I'm not sure if the difference in density between bronze and silver is more or less important than that between the quality of masterwork and artifact, but I do know that the best possible solution is to use both. At once. By the same dwarf.

50630
DF Dwarf Mode Discussion / Re: Shipwreck embark
« on: July 22, 2012, 08:26:21 pm »
Ah. About all I'm familiar with adzes being is "A tool used by Polynesians, which was important because it...uh...what did it do?"

50631
So you'd need an engraving of a cat killing a mouse, than on an adjacent wall an engraving of a mouse being killed by a cat.

I made a neat picture of some goblins, a swordsdwarf, and a dragon fighting in a pool of lava in ASCII-style when doodling in chalk with my 3-year-old cousin. I'll see if I can get it onto the internet from my phone.

50632
Rain killing Endermen: Nope. Sorry, maybe if a few dozen versions.

Pigmen: If you want them to form cavern bands, I don't think there's any way to control layer. If you want the to form cavern bands, they need to be an entity. If you want them to have gold swords and/or helmets, they need to be in entities.

To "spawn" the friendly creature, you need to transform another friendly creature into a creature without CRAZED or OPPOSED_TO_LIFE. That's why I suggested what I did.

50633
DF Gameplay Questions / Re: Mossy stone
« on: July 22, 2012, 08:15:19 pm »
It's not a necro if the thread's only a few weeks dead, FYI.

Also, good luck. Or maybe !!luck!!.

50634
Suggestions? Zombie pigman tribes underground, probably replacing current subterranean animalfolk; make sure they have access to gold. You will probably need to make gold into an armor/weapon-smithable material to do this.
Jack-O-Lanterns (immobile, common-domestic creatures). Also the ability to turn 4 iron blocks into a cloud of gas with a syndrome that turns jacks-o-lantern into iron golems (I can try to help with this). Since you can't make snow blocks, it might be tough to make a good snowlem reaction.
Turning diamonds into stuff.
That's about all I can think of off the top of my head.

50635
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 22, 2012, 07:43:11 pm »
Even though I think my suggestion is dead in the water, let me clarify...
It's probably not that bad...

Quote
If combat is "supposed" to happen at Adventure-Mode speeds, what happens if you're in Fort-Mode speed? Does the game say "Ok, you're at A-M speed?"

During the combat, yes.  Those situations and a few others are the only times the game would suggest or force a change to adventure mode time.
If it forces, the game needs to be able to define "combat."

50636
DF Suggestions / Re: Clean kitties
« on: July 22, 2012, 07:40:49 pm »
I'm imagining a player trying to injure his dwarves on purpose, so he can justify medical operations to give them stupid stuff like forearm-mounted flasks and two axe hands and stuff.

50637
DF Dwarf Mode Discussion / Re: Shipwreck embark
« on: July 22, 2012, 07:35:56 pm »
How about something like:


That's all I can come up with off the top of my head. Plenty of customization--say, four soldiers, two marines, and a captain for a warship, or five merchants and two cabin-boys for a merchant ship.


The pick could always be a repurposed adze.
Where do the dwarves get the adze?

50638
DF Gameplay Questions / Re: Twilight has begun.
« on: July 22, 2012, 07:25:22 pm »
And what does purple colored name indicate?

A purple name means it's a vampire. Kill it now.
No, that's red you're thinking of. Granted, 90% of the time purple indicates a good target for elimination...

Just thinking about it.... Those Twilight vampires (if you can call them that) would be hidden really good in a normal Fortress. I mean, how much sunlight comes into the ordinary Dwarfhole?
There's the part where the migrant party meanders to the fortress, for starters. And the part where they abandon the fortress due to flooding.

Tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li, tekeli-li...

50639
DF Dwarf Mode Discussion / Re: Holy mother of science...
« on: July 22, 2012, 07:23:41 pm »
Kivish us probably crawling. A bit premature, but not too bad compared to people moving sans limbs of any sort.

50640
DF Gameplay Questions / Re: Mossy stone
« on: July 22, 2012, 07:23:03 pm »
Allegedly, if you keep your fort going for a few dozen years, moss can grow, but who here has had that old of a fort?

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