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Messages - GreatWyrmGold

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50671
DF Dwarf Mode Discussion / Re: I have created a hell on earth
« on: July 22, 2012, 03:24:24 pm »
You elves! This land is no hell. It is merely a land of wars and strife. TRUE hell does not have a single demon, locked up in the single stronghold of a dying nation; that demon should be leading a legion of warriors, bringing death to the world. Those three elven heroes should have succumbed to the forces of darkness. Goblins do not make a hell by existing; dwarves, however, can make a hell if they try hard enough and/or dig too deep.

Upload the world. Start some dwarven fortresses. In each one, build a device that will unleash a devastation upon the world. Flood the forests with magma, or drown the lowlands, or something that will forever change the landscape into one harder to live in. Once nearly every region tile has a fortress in it, start one more fortress, near the heart of the world, and release the HFS.
Upload that world, for you will have truly created a Hell on Gomaththur.

50672
DF Suggestions / Re: Clean kitties
« on: July 22, 2012, 03:14:50 pm »
You know how people say something's like herding cats? Yeah, they're not saying it's easy.
About all I've been able to "train" cats I've been in contact with to do is not be where I'm sitting, and that's mostly by moving them out of the way before I do so.

50673
Let me redraw that to actual DF style:

Spoiler (click to show/hide)

50674
DF Modding / Re: Creeper Cavern: Play as creepers!
« on: July 22, 2012, 03:09:51 pm »
Hopefully one day we can disable ghosts

NOTE:
for anyone that will suggest adding CANNOT_UNDEAD/NO_LIVING = Nope, any creature played in fortress mode can make a ghost if no proper burial/slab
Hardcoded feature. No way to get rid of it.
Last time I checked, this worked.

Neat mod, at a feature-filled spot. I might put this on my flash drive and play it...

50675
DF Modding / Re: Better dwarves through botany
« on: July 22, 2012, 03:04:10 pm »
Anyone else find it odd that the first two ideas for "plants with beneficial effects" both involve syndromes from before they could be non-malignant?

50676
DF Modding / Re: The avalibility of backpacks.
« on: July 22, 2012, 02:37:01 pm »
Snag a bag and make do. Elf.
(I kid, I kid...store inventories are pretty much hardcoded. Serious there.)

50677
peregarette has been pm'ed
Fair enough, no clue when the laptop's going to get fixed thanks to RL.

Yeah sorry but I had to keep thing moving... =/

Again: Fair enough. That means I understand.

Yeah, sadly. Maybe my dwarf'll survive, if I get dorfed. Anyone with mining skill? Also, whose ghosts have been seen? Either of mine?
Yes, I have one spare miner. Likes lay pewter, tsavorite and crystal glass. Should he be GreatWyrmLayPewter or what?
Yes, please. Ooh, neat, you did! And even posted his stats!

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There was Chostly GreatWyrmPyrite, but compared with other ghosts he was the most calm and pretty. He just stood next to farm zone.
As long as the ghost behaves, please don't memorialize or bury it. Standing request for all of my ghosts. Of which there will probably be many.

50678
DF Suggestions / Re: fighting technique: cleave
« on: July 22, 2012, 02:30:47 pm »
I should state that it is actually quite difficult to genuinly cut appart multiple people at once, and even then it is rather easy to notice and avoid an attack that is blocked first by a body.
This. Especially if the people in question have any kind of armor. Adamantine blades might make it feasible, but who knows.

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But for giant or super strong creatures the ability makes sense.

Though ultimately it seems out of place for Adventure mode in Dwarf Fortress which is a more simulation-esk game.
Agreed on both points.

There's no need for a different rule to determine what gets hit: there is code for crossbow bolts and other weapons to determine whether several organs are hit. The same code can be used to determine whether an attack hits multiple foes.

Nevertheless, to be able to hit more than one square a weapon the size of more than one square would be necessary (besides a lot of force, obviously) in either the hands of a creature that can effectively wield it or in a more elaborate trap setup than the one-square thingies we have now. Alternatively, projectiles like ballista arrows could do it.

People hitting someone three spaces away with their ordinary-sized sword with one attack is simply not feasible.

The answer is simple.
Go to a ruined fort.
Take their =lead ballista arrows=.
???
Profit.
Try lifting a lead pipe, say, 10 feet long sometime. Next imagine that it was solid and thicker. Finally, remember that lead can only be made into artifact weapons, and not into ammo.


Odd I thought it was about them attacking three spots besides them... essentially giving them an arcing motion.


yes it would be more of a cone with a 1 tile max range away from you, and besides i just had this idea in my head for awile and wanted to get it out
Some ideas can stay in your head. Sorry, I just had it in my head and wanted to get it out.

50679
DF Suggestions / Re: Automatically generated burrows
« on: July 22, 2012, 02:25:26 pm »
That functionality isn't lost at all. Its been actually improved, and stops the constant fidgeting near the exits, and gives the user more control.

What I do is designate my meeting area as a burrow, give it a unquie name then set an alert state in the military screen. So whenever there travel, dicate the alert status and all civ dorfs move to the burrow automatically.

Except there's still no guarantee they'll go underground, my dwarves invariably just idle out in the killing field for hours.

Have you used the Military Alert screen?

50680
DF Suggestions / Re: Allow military to kill things in cages
« on: July 22, 2012, 02:23:07 pm »
+1  Great Idea!

It shouldn't take a trooper to kill something in a cage.  A mechanic, a chain, a mechanism, and a full cage.  I agree.  With this caveat, let any dwarf dunk a submersible cage, not just troopers.  Sincerely, Knutor
Heh, for some reason struck an amusing mental image.

Instead of thinking of ways to execute them, let's try and remember how RL-medieval POWs were dealt with. I remember that they were sometimes ransomed, but perhaps because most of my schooling was at a Lutheran school, we didn't get into too much detail...maybe that wasn't just my school. Point is, let's see if we can base these ideas off of kings rather than supervillains.

50681
So, what? You take in a half-dozen random dwarves and have them fire off random accusations at each other until someone solves it?
"I say it was Bombek McHauler with the -copper left gauntlet- in the grand dining room!"
Yyyyeeah...explain a bit better, knutor.

50682
DF Suggestions / Re: Clean kitties
« on: July 22, 2012, 02:16:11 pm »
It would be slightly more convenient, but I think it would hurt the simulation significantly.

I've lost count of the number of headless corpses I've managed to step on barefoot in the dark because the cat thought leaving 'em in the hallway was a great idea.

Heh. That's an amusing image, especially if the second sentence is taken out of context.
In all seriousness, this is as good an idea as training dogs to bathe themselves.

50683
I'll admit to only having skimmed your OP, Marx.
As to class struggle in general, planned and heavily discussed.

50684
DF Suggestions / Re: Pushable Embark Wagon
« on: July 22, 2012, 09:47:40 am »
I'm sorry. In my experience, DF's early months in-game are usually around five or six idlers, then a burst of activity when I get my food stockpiles and stuff set up, then back to five or six until I get my indipustry rolling by summer. Besides, why is the current system's tying up of labor inherently better than only having one dwarf do stuff, why is the fact tat you like low idlers proof that ideas which result in low idlers are bad, and why couldn't you just...not have the embark wagon pushed?
Well, I must say that's interesting - never thought of it that way before. I like my forts to be prepared for the migrants, which leads to lots of activity for my dwarves early on.
And it's not that I dislike generating low idlers.. it's more along the lines of "these dwarves could be put to better use than just standing around".
My forts usually give migrants plenty of stuff to do, usually in the wall-building, clay-gathering, hauling, and cannon-fodder fields.

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Anser for the quatum storage wagon- W8 limet
W8 limet? Do you mean some kind of limit? What is a W8 limet/limit?
I think that means "weight limit".
For the love of...Why do people post whilst writing like they're texting? I don't write like I'm texting even when I'm texting!

50685
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 22, 2012, 09:46:44 am »
It is a clear fact that the dwarves don't have 30 lunches and naps per month, so it's obvious that there's some kind of compression/abstraction going on already[1]. With 12 minutes to move a tile, a dwarf would need an hour just to walk around a table[2]. It becomes clear that you can't have any complex combat manoeuvres with that speed[3].
1. So? Why should dwarves even have circadium rhythms based on the rising and setting of a sun that they almost never see?
2. 48 minutes =/= 1 hour, and that's assuming they don't just walk over the table...and that tiles are table-sized...and that you're ignoring various issues with tile-based movement...
3. Why not? Personally, I like the way it is now. IRL, battles (or at least sieges) could last for days, and the current system allows even little skirmishes to feel epic, not to mention you can easily get through the fort's first year in a couple hours, tops (assuming real life doesn't intervene too much...) Personally, little details like "three meals a solar day" and "fights last only a few minutes" aren't worth taking 72x as long to get anywhen, so I'd probably (almost?) never willingly use the A-M speed.

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