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Messages - GreatWyrmGold

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50746
DF Suggestions / Re: Tastes Like Sober
« on: July 07, 2012, 12:36:01 pm »
That's a slight disadvantage, but not too bad. It's not like half a century of alcoholism can be wiped out by a month of sobriety, anyway.

50747
DF Suggestions / Re: Hammerer Justice on Vampires
« on: July 07, 2012, 10:02:25 am »
Targeting the head for executions makes sense.

50748
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 07, 2012, 10:00:33 am »
One full grown pig, butchered is supposed to feed 100 humans.  Couldn't it be said that one pig could feed more dwarfs, because of their smallness?  1 pig feeds maybe 200 dwarfs, on a full meal plan, and 400 on a starving emergency plan.  This comment brought to you by the 'DF needs Drunken Weenies society'. 
Feed 100 humans for how long?

Quote
QbertEnhanced, when those alterations to time go into place, don't forget Animal Trap bait spoiling.  Heck don't forget spoiling in and of itself.  Right now I believe, meat rots too fast.  It'll rot really fast when time is changed, I imagine.  If the average cave temperature is 20-40 degrees F, how's food rotting so fast, I wanna know? 
What, over weeks or months or longer if properly protected? Given the lack of salting or smoking the meat as of yet, that might be too long. Unless we're currently abstracting that out, in which case it's still OK.


50749
DF Suggestions / Re: Drag down drawbridges!
« on: July 07, 2012, 09:52:57 am »
Start by tossing in corpses of fallen dwarves and traders, then goblins. Then add random stuff lying around, like logs, crafts, and attempted deserters. Throw on some soil for balance and you've got a bridge!

50750
DF Suggestions / Re: Tastes Like Sober
« on: July 07, 2012, 09:50:27 am »
Blood from ALCOHOL_DEPENDANT creatures could simply satisfy the thirst of ALCOHOL_DEPENDANT vampires. That solves all issues. Pretty much.

50751
DF Suggestions / Re: predator incursions
« on: July 07, 2012, 09:48:06 am »
The problem is, right now there would BE only you or your allies 90% of the time, and most non-predator species around have weapons, armor, and such. That needs to change.

50752
DF Suggestions / Re: Sterile
« on: July 07, 2012, 09:44:15 am »
An [AGE_DEPENDANT:X:Y] tag would be awesome. Currently it takes way too much work if you wanted to do something like this.
Holdon, what? You can kinda do this?

50753
DF Suggestions / Re: object picking distance
« on: July 07, 2012, 09:43:23 am »
I'd only be fine with that if you could manually set c lower.

50754
DF Community Games & Stories / Re: +Glitch Fortress: A Suggestion+
« on: July 07, 2012, 09:42:02 am »
If it's playable.

50755
Sadly, I ordered the wrong part. It's a kinda important part, namely the charging cord. I'll let you know once something's been figured out. I'd be fine if you decided to make me switch turns with the next guy, but would prefer you didn't.

50756
DF Modding / Re: Any undead survival mods out there?
« on: July 05, 2012, 05:21:33 pm »
I think he wants something that simply refuses to die. Not something whose butchered bits decide to wriggle every once in a great beating Wyrm.
Only a few butchered bits reanimate--bones and skin, mostly, and the latter can be stopped by simply tanning it.
Or:

So make a creature called Zombie make it so it has the token [NO_THOUGHT_CENTER_FOR_MOVEMENT] and [OPPOSED_TO_LIFE] make it stronger and slower. It would take like 5 minuts.
This. Copy-Paste humans and do this. Replace NO_THOUGHT_CENTER_FOR_MOVEMENT with NOBLOOD, NOPAIN, NOBREATHE, and so forth if you want the typical zombie-killing method to work.

50757
Actually, wagons appear to be made of a single log of wagon-wood. Or maybe wagon-wood is just a wagon that has collapsed into the standard long-and-thin form wagons collapse into.

50758
DF Modding / Re: Any undead survival mods out there?
« on: July 05, 2012, 04:55:48 pm »
Alright, but what PRACTICAL difference is there between the two? Unless virus zombies go down to more than headshots (they sometimes do; there's about as much agreement about what zombies do as there is for, say, trolls.
And if you don't want refuse to attack your populace, dispose of it! Use magma, that burns reanimatable rubbish. See if you can find a flat volcano in an evil area.

50759
Quote
AI/Combat: Backup weapons for marksdwarves
As the wiki states: "Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly." This seems exceptionally silly to me. I propose that the AI be modified so that if the dwarf has another weapon equipped alongside a crossbow, and they run out of ammo, they switch to the other weapon.

I'd like backup weapons to be generally implemented. This would restore the old .40d function of carrying a backup weapon in case your first one is dropped or stuck in an enemy, allow dwarves to switch if they discover that their primary weapon is ineffective against a foe, and most importantly, when combined with forgeable throwing weapons, allow me to build a force of dwarven legionnaires!
Yeah, stuff like this would be nice. I'm trying to think of non-marksdwarf situations where that would be useful...once reach and/or brakable weapons get implemented, I guess.

50760
DF Suggestions / Re: predator incursions
« on: July 05, 2012, 04:51:20 pm »
I think the best way to handle this is to have predatory animals actually attack things. Also, increase the amount of wildlife on the map to ~0.15 groups per embark tile at a time. That means that minimum-sized 2X2 embarks would have a group a bit over half the time, 3X3 about one at a time (with two around a third of the time), and 4X4 would have two or three groups of animals at once. Then, wild wolves and such would have deer and the like to hunt. Maybe it's a bit denser than IRL, but it's worth it so our livestock and dwarves aren't the only things on the menu. Anyways, having a constant number of wildlife regardless of embark size is unrealistic in and of itself. (Perhaps cavern layers would be a bit less dense, say 0.1/tile for cavern layers 1 and 2, and 0.05 for layer 3 and the magma sea? This would also add realism, as cavern environments really can't sustain the kind of ecosystem a surface one would.)

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