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Messages - GreatWyrmGold

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50761
DF General Discussion / Re: Kobolds
« on: July 05, 2012, 04:43:29 pm »
Some people even caught them sitting on nestboxes!...Until that bug was fixed...

50762
DF Modding / Re: Any undead survival mods out there?
« on: July 05, 2012, 04:42:13 pm »
Well, you can just embark in an evil area...
Or mod in a Dead-Raiser or Deathspawn or something race that is OPPOSED_TO_LIFE and raises the dead with an interaction. Or pretend the virus zombies are reanimated zombies, whatever the difference is.

50763
DF Modding / Re: Expanded vanilla races mod- 2 Races now!
« on: July 05, 2012, 04:40:58 pm »
I decided to add a variant of eagle men to the "aztec" civ- And feathered serpent men, too.
Why not just add cavy-folk or alpaca-folk?...Actually, those would make pretty good farmers, and the alpaca-folk might make decent warriors if they were biggewr and stronger than the other Mayinatec animalfolk.

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Their noble system will also be quite interesting; One group of animalpeople would be the de-facto leader (Thinking about the eagles, since the chief god of the aztecs was a humanoid with mockinbird features) but the others would have huge influence, too.
Maybe have a king-like leader from each race?

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There will also be several, different, warrior societies. I wonder.. Will the [EXECUTION_SKILL] tag without the responsibility to perform executions force a noble to wear a certain type of weapon, or would it cause some oddness or crash? If it works each society could prefer a certain kind of weapon for increased flavor.
Try it out! I think they'll either carry the weapons, do nothing, or execute people despite not being told to as one of their duties, but who knows? (I doubt a crash; DF seems pretty resistant to most mod-based crashes from inconsistent tokens.)

If you create a new weapon with the [CAN_STONE] tag, you'll be able to create them from obsidian or any sharpenable rock using the vanilla reactions.  To force them to be stone only, you could try removing the metal-related PERMITTED_JOBs, that should make them unable to produce metal weapons in-game.  However you might still be able to buy them from caravans, since the availability of both stone and metal in trade are controlled by the [STONE_PREF] entity tag, despite all logic.
I don't think rock (i.e. obsidian) weapons are ever made outside of fortress mode. Yet...

Remove [PERMITTED_JOB:FURNACE_OPERATOR], then grant them access to a reaction that makes the metal types that you want them to use. That should do it.
This. FD does it, you can, too!

50764
DF General Discussion / Re: Kobolds
« on: July 05, 2012, 04:35:00 pm »
@Putnam

Sorry, forgot to spoiler.

And those kobolds are a little better.

But what is this tomfoolery about Kobolds not being miners? Even in the Germanic Myths Kobolds were excellent miners. In DnD lore they rival even the dwarves.  It's just.... eh..... -_-
Kobolds are in the same boat the Native Americans north of Mesoamerica (or south of it and not in the Andes, or to a lesser extent the Mayans, Aztecs, and Incans) were, pre-Europeans: For whatever reason, they are unable to get a proper civilization with metal and mining and stuff up before the others. Kobolds also have a big language issue, and the problem that happens when your primitive, smaller-than-a-dog tribesmen fight metal-armed people three times your size or more.

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DF kobolds have a few traits, as noted in the raws and in-game. The most prominent is their glowing, yellow eyes, followed by their inability to speak. They also lack both hair and scales (as well as feathers, BTW), just normal, brown skin. They also lack tails, and have three toes per foot. Kobolds lay leathery eggs, like some reptiles and monotremes. These eggs are rather larger than those of pretty much every other creature, being size 1100 while other species' (even emus and cave crocs) tend to be no more than around 100; eggs of creatures like dragons and sea serpents are size 6100. Their agility is, of course, high, but they also possess above-average toughness, recuperation, disease resistance, patience, and...strength? Their analytical ability, creativity, intuition, and focus are all below-average. They have low trust and high anxiety.
In short...Kobolds seem like amphibians or primitive reptiles, or maybe reptiles that have "lost" their scales (there are a few examples IRL, IIRC). They are strong and tough little bastards, emphasis on little. Sadly, they're a couple million years behind the other races, evolutionarily-speaking; while they can steal stuff from other races, most of their mental abilities (vitally speech!) are stunted for some reason or another, possibly their cranial volume, so they can't really build a civilization on their own. Meanwhile, their kleptomania or desire to be like the Big People or whatever it is that drives them to steal makes other races have little they want to do to the kobolds more than kill them. This forces the little guys to live in caves, which are pretty hostile environments as they contain cavern critters but it's really their only choice. Poor guys...

50765
DF General Discussion / Re: What Would Urist Do?
« on: July 05, 2012, 04:15:00 pm »
Nothing. He's a bit preoccupied either not knowing about the command post or decomposing.

What would Urist do if he was the last survivor of a goblin siege on his fortress in an evil biome?

50766
The concept of dwarves embarking to reclaim a mountain hall, full of treasure, that was previously lost, is probably one that made it through.

And let's not forget digging too greedily and too deep, although that's not really featured in The Hobbit.

Huh... thinking about it, those dwarves have similar luck to the dwarves in DF. Always tempting the wrath of some monstrous entity that breaks the mountainhome.
Not enough magma, tantrums, or cats; too much magma. Yup, DF dwarves have it worse, although their lot is better than that of 40k squats...

I'm not seeing the overlap between Tolkien and Snow White.
Snow White, being one of Grimm's more popular fairy tales, is one of the few well-known fantasy works to predate Tolkein. (And didn't Tolkein have the seven dwarf lords or somesuch?)

50767
DF Modding / Re: PlayableCiv+ (V. 0.03.1A)
« on: July 05, 2012, 04:05:03 pm »
I thought you could weave cloth quivers?

50768
DF Modding / Re: Turning a totem into limestone.
« on: July 05, 2012, 04:00:41 pm »
Is there a way to make it unmelting?
Not if you want to use actual ice, no. You could make a "Heat-treated Ice" stone or somesuch and use that, though.

I mean, I'm perfectly fine with butchering kittens for the skulls to make into totems. Except I've never had a catsplosion. Ever. I had a dagsplosion once, but a fey mood that needed bones fixed that.
Bear in mind that you can't use reactions to make body parts like, say, bones.

50769
DF Suggestions / Re: object picking distance
« on: July 05, 2012, 03:55:03 pm »
Also, is anyone else starting to feel bugged by how much c is being used here? There's a part of my brain trying to figure out everything that would happen if we could mod the speed of light in DF.
Not really, no. c was already defined as a variable for use in the equation in the OP.

On the other hand, modifying the speed of light sounds like fun :P
I know, it just feels odd. I guess I'm just too nerdy for my own good...

50770
DF Suggestions / Re: Arena Preset loadout
« on: July 05, 2012, 03:54:26 pm »
Heck, just let us save creatures from Legends mode to spawn (probably with gear added in later), and let us head to Legends mode whilst in Fortress/Adventurer mode.

50771
DF Suggestions / Re: Sterile
« on: July 05, 2012, 03:53:26 pm »
How about a start/end time option for creature tags, so that it's not necessary to make workarounds?
That's a good suggestion, but to add menopause and what-have-you work STERILE would need to be a creature tag.
Something like [AGE_DEPENDANT:X:Y], where X is the starting age and Y is the (optional) ending age, might work. Or maybe AGE_DEPENDENT:X:x:Y:y], with years and days. These would apply to the previous tag that can be applied to one age-group (e.g. not the creature name, but the caste name's fine).

Isn't that a little bit of cheating?
Like... No more Catsplosions while still having cats? That's kinda pussy. Pun intended.
How is it cheating?

50772
Crippled limbs aren't dead, therefore Necromancers shouldn't be able to affect them. If the limb is separated from the body however...
Again, how dead does it need to be?

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I think that a Necromancer should be able to re-animate separated limbs and attach them to his own body, so they would act as parts of his body, controlled through willpower attribute. Therefore, if his willpower is low or he has too many dead limbs attached then they would be ineffective and he would be as clumsy as a Frankenstein's monster.
That would also mean that a Necromancer should be able not only to replace his missing limbs, but to add additional ones to his body.
I assume that that kind of stuff will be added once we can make other mad-science stuff.

Haven't we gotten to the point where we decided necromancers don't get total control. I agree with most of your idea, but adding a Giant Desert Scorpion's tail and pincers, as amazing as that wuld be, might notbe feasible in dwarven times. I think.
Well, it might not be practical...After all, you'd need to get a dead GDS first, and those things are worth a ton alive...

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{Query: Did our [medieval] dwarves have advanced surgery like that?
Query: Could they have done so with some Sparks? The parallels between Sparks and dwarves are kinda obvious. To say nothing of how flesh golems and/or mad science is planned, anyhow.

50773
DF Suggestions / Re: Re-merge the init files.
« on: July 05, 2012, 03:46:52 pm »
Assuming the init files don't change between two versions, you can just copy-paste over them.

50774
DF Suggestions / Re: Drag down drawbridges!
« on: July 05, 2012, 03:46:01 pm »
I can see in an evil biome, a reanimated goblin siege swarming at the gates, jumping moats and climbing walls, leaping at the drawbridge in an effort to get inside.
Aside from jumping and climbing, I can see this. Most undead of the type created in evil biomes are too dumb, clumsy, or (usually) both to do either. Flooding moats with corpses and bits, and creating ramps of unliving flesh to scramble over, on the other hand...

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normally though i don't think that a goblin would do such a thing, however with the new state of mind effects, mabey there could be a case or two of such things.
I just imagined a demon who injects its goblin servants with an insidious venom at birth, a venom that screws with the goblins' will to live and makes them develop a hive mind with the demon at its head. Thus, the goblins will blindly suicide-charge if they think it would help the siege break inside. Naturally, the demon would want more servants, which might be why the goblins snatch children...Hm, I'm imagining a whole new variety of goblin behaviors, varying by the type of their leader, from plundering caravans to feed their Overdragon's hoard to stealing cattle so a hydra is kept satiated and (the priests say) said hydra continues to grant its blessing...

I think it would be more sensible to make an impromptu bridge and smash the drawbridge to pieces.

You can make the bridge out of bodies or other goblins if you want
Somehow, that seems less effective if the drawbridge is flanked by walls.
"Alright, we're across! Um, wall...damn it! Who brought the picks?...Well, where is he?...What do you mean, I pushed him in first?!? Why didn't anyone tell me?"

50775
DF Suggestions / Re: Site Transformation
« on: July 05, 2012, 03:35:07 pm »
I think that the sites need to be...I dunno, better-described to do this. Like, dwarves won't tear down buildings in a town; they'll just let humans live in the old houses, not maintain them with royal funds, and make the old keep/castle/whatever the upper part of their new mountainhomes and start digging in the old dungeon area. This could be interesting if there were criminals or goblins or whatever living in the dungeons...Similar things would occur with other races--humans would build houses, goblins would raise towers, elves would just let it all moulder and enjoy the beauty of nature as it retook the city.
Also, Mountainhomes and forest retreats would need to be named on a biome-by-biome basis (e.g. Plainshomes or tundra retreats).

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