Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3388 3389 [3390] 3391 3392 ... 3706
50836
DF Modding / Re: Creeper Cavern: Play as creepers!
« on: July 02, 2012, 10:02:33 pm »
Well, if the explosion kills them then they will go off in turn  8)
Now you're getting the idea!

Quote
So I could also attach a burninating syndrome to the explosion... somehow. Oh, and by changing creepite to a metal I did get some nice explosions (they now cover about three tiles but still do only minor damage to things caught in the explosion - but it managed to inhibit a BC's lower body :o ). For the syndrome, I guess there are a couple choices:

- Fun option: Creepers randomly give off a syndrome cloud that burns everything in it, including themselves.
- Make it so that anything that eats a creeper burns to death from the syndrome.
- EDIT: Yes, making creepite give off a horrifying pain/blister/fever syndrome is possible and I'm working on it as we speak!
I like the third option best; the second won't affect anything but adventurers and maybe dwarves (if they're playable and creepers aren't sentient), and the third would make creeper explosions non-weapony and creeper "forts" impossible.

Quote
EDIT EDIT: The Creepite Syndrome is done. It now gives off a "creeper burn" which can be inflicted in many ways - and hoo boy, it's nasty. It causes severe blisters, bleeding, pain and fever and lasts for about four days. Hopefully this is very Fun, although it would also make combat against things fairly easy if you have a high population.
Excellent...

Quote
EDIT EDIT EDIT: It managed to make a cyclops stagger around for a bit and trail blood and grease, but its healing factor saved it. In fact, lots of things seem to heal from the explosion... maybe it means they just stopped bleeding? But the important thing is that the explosion strips the fat off afflicted areas, making most creatures unable to move. Yeeg.
Good. Make the bleeding last longer to get them to stop healing quickly.

Quote
I also want to work on introducing the zombie race soon. Hopefully I'll find a good way to make them trail miasma behind them - give them a rotten brain/heart?
Maybe have them afflict themselves with necrosis somehow, and then somehow not be too affected by it?

50837
DF Suggestions / Re: Legendary Feats
« on: July 02, 2012, 09:58:05 pm »
I don't like anything that's like "This thing is here, but you can't use it until you get 25,000 XP."

I didn't say anything like that. I said something like, "This is a really hard thing to do, and you can't do it if you don't know what you're doing." Some random dwarf with no skill in anything really shouldn't be able to design and construct a large stone bridge complete with mechanisms and lever that raise it, and which can stand up to attacks from anything forever. It has nothing to do with arbitrary XP requirements.
If some kind of plant can only be harvested by a legendary herbalist, that falls under my complaint.

-snip from ebbor's clever and possibly good idea-
I really like this idea. Legendary dwarves atm are in my opinion way too common and are in need of additions such as this to make them a bit more interesting as well as rare. Otherwise any added "Feats" would also be a bit too common which would lessen their awesomeness factor. I've mentioned this in similar suggestions but I'd also like to see strange moods not give instant legendaries but a set exp increase, maybe it'd give enough to go halfway to legendary from novice etc, up to a max of high master. I'd also like to see fey and secretive moods have a base level requirement so we don't see unskilled dwarves become skilled crafters out of nowhere, defaulting to a possession mood if the dwarf is not at least a novice/adequate in a crafting skill.
Regarding the different new quality levels, I think adding a "true masterwork" might clutter stuff up a bit too much, just a regular masterwork would do imo. As for legendary artifact vs artifact, I think it'd also be nice if the legendary artifacts weren't quite as random as normal mood artifacts, but lean more towards really useful items. Its reasonable to assume a highly skilled craftsman aspiring to create his greatest work ever would hunt down the finest materials available. It would also help add to the sense of reward from reaching legendary. Just thought of something else, you could even have the dwarf make something similar to a mandate when it's time to make this legendary artifact. You'd get a list of materials and the minimum value of them, and first when these materials are available would the dwarf start his work. This would also help make high value materials more useful and give more incentive to hunt down those rare gems/metals etc that would be needed to get legendaries.
Which leads back to the original suggestion. I definitely agree some feat or new ability being available once a dwarf reaches legendary is a good idea. One thing that popped into mind that I'm not sure if it's been suggested, but for all professions that give products with value you could add an extra value modifier. It makes sense that traders would be willing to pay extra for crafts from the fabled Urist McLegendary, as well as nobles across the realm wanting to get access to his/her goods ^^
You raise some good points, which I will address with little order to my comments.
I'm glad you agree with my base idea; that's the most important part. I also agree that "True Masterwork" would clutter stuff up; if something like that gets added, it should be called Perfect or something. How would dwarves determine "useful," and how would a stonecrafter make something useful? That;s all I can think of right now, between the heat and the time. G'night...

50838
DF Suggestions / Re: Rectifying Timescales Across Modes: Revisited
« on: July 02, 2012, 09:53:14 pm »
Well even if it slowed down based on false alarms, how often does that really actually happen?
A lot, if you're unlucky. As an example, there's a lot of times when some stupid puppy or duck of both get hit by a minecart in my one fortress. And construction accidents, often generating combat reports, are fairly common.

Quote
The issue with drinking and eating, it'd be a pain in terms of path finding. But it could also have some good gameplay effects. Maybe something along the line of allowing civs to carry backpacks to take their lunches and a couple drinks on the go or something. And more spread out eating areas, maybe food stored in rooms (though that might have to wait for the economy update).
If dwarves carried food with them, that would invalidate the point of dining rooms. Drink makes sense, though; instead of grabbing a barrel and drinking straight from that, they'd pause as they work or eat to swig some dwarven wine.

50839
DF Suggestions / Re: Diagonal movement with arrow keys
« on: July 02, 2012, 09:43:51 pm »
Again, I have no issue on my netbook.
The biggest problem is probably getting DF to recognize that you're not pressing the keys in quick succession. I think Windows can figure out shift+whatever, or alt+whatever, or whatever, but I'm not sure about arrows. Of course, I have almost no idea what I'm talking about, but it seems probable.

50840
TONS of dwarves are available.
Random prisoner named Sprin? Gotcha.

I got back, and will post the new update come the morrow.

50841
I have returned from vacation, and will start some time tomorrow. Probably.

50842
DF Suggestions / Re: object picking distance
« on: July 02, 2012, 09:39:02 pm »
I like the idea of being able to set c, but not a or b. Those seem gamey. c, however, does not. After all, who wants to climb up a flight of stairs carrying a boulder?

(BTW, much better idea than I had feared.)

50843
The biggest problem with having dwarves only drop what they're hauling for invaders (assuming that they can do so intelligently) is probably elephants. Unless giant badgers are bigger.

I like the idea of being able to assign different skills to different attacks--say, axing someone with the blade is axedwarf, smacking them with the flat is macedwarf.

50844
DF Modding / Re: Adman's Race and Material's Mod
« on: July 02, 2012, 06:53:02 am »
Soooo Hill Dwarves.
They are working. They embark with above ground food and they like being outdoors, just as planned, but they just don't feel different enough from regular dwarves. I feel almost like I'm playing a cheater version of dwarves, there are no drawbacks for what has been added-
And it's not unexpected but the emissary still jabbers on about the mountain home, not sure if there is a way to fix that.
One work around I tried was changing the entity in the raws from MOUNTAIN to PLAINS, seemed like it could work, right? This however had the bizarre side effect of changing the dwarves into humans. In every way human - it was very strange.
This got me thinking, much as i like hill dwarves and seeing their cities popup on the map they just really arn't different enough from normal dwaves to make it worth them being a second playable race.
Humans on the otherhand, I see alot of potential for them. Lots. I think the next thing I will work on is purposely making humans a playable race and making the hill dwaves adventure mode only.
One thing that comes to mind for hill dwarves is having their industries take off in a different direction than dwarves. Mountain dwarves are focused on metals, gems, and stone underground. Hill dwarves live aboveground; perhaps they're more pastoralists, and/or crafters of wood and clay. Also, there's a method that sorta reverses cave adaptation; ask someone who comprehends it what it is and use it. This encourages aboveground building, as would reducing skill learn rates on mining and especially masonry and stonecrafting. In exchange, increase learn rates on carpentry, pottery, and perhaps woodcrafting/burning. Add some reactions that allow them to:
Spoiler (click to show/hide)
Finally, remove their ability to use subterranean stuff. Why do surface dwarves still grow plump helmets as a staple crop?

50845
DF Modding / Re: Expanded vanilla races mod- Crab people!
« on: July 02, 2012, 06:43:32 am »
Seal- or Polarbear- or Walrus- or Whale-men a la Inuit or Dorset.
Beat you to it.

50846
DF Modding / Re: PlayableCiv+ (V. 0.01A)
« on: July 02, 2012, 06:41:42 am »
Maybe, instead of chopping trees, elves would have a special "Elven Grove" type of workshop where elves, using their Nature Magic skill, grow wood. The Grow Wood reaction (or whatever) would take one, preserved log, have a 10-25% chance of producing a copy of it, and perhaps a very small chance of producing a special, magical log.
Also, bark armor should be a bit different. Maybe something like first stripping off the bark from a log (turning it into "stripped wood," which should be less valuable and unuseable in the grove) and "X wood bark" (X being the tree type, and bark being a custom tool). Then, change the barky reactions to use bark.
In exchange, make elves learn melee skills other than swordselfship VERY slowly (swords being both a traditional elf weapon and the "Jack-Of-Both-Trades" slashing weapon, and therefore not as good as axes or spears for reasons given in the link). Also, consider giving them a reaction that they occasionally use in greeting that slows each down immensely for a while as they lazily chat.

50847
DF Modding / Re: Raptors Arsenal
« on: July 02, 2012, 06:29:46 am »
I think increasing the attack velocity and possibly weight of the Godhammer would work.

And I mean making artifact weapons of some kind more common than one-in-a-hundred. vanilla has a fair number of weapons, and you're adding a ton more. I'm not suggesting a huge amount; more than one for every, letsay 4 or 9 artifact weapons is, indeed, a bit unbalanced, and makes artifact weapons less special. That doesn't mean that artifact-weapon-level whips should be left out, though, it just means that you should add more normal weapons to compensate! See what I did there?

For new weapons...How about a bayonet (like a knife but not very good), and a reaction to attatch it to a wooden crossbow to get a [metal]-bayonetted wooden crossbow or something like that?

50848
DF Modding / Re: Creeper Cavern: Play as creepers!
« on: July 02, 2012, 06:19:12 am »
Well, out of those only the kitchen lets you make custom reactions.

How much do Minecraft creeper explosions affect each other?
In-game, they damage other creepers but do not set them off.

And another thing: should they be alcohol dependent? I'm trying to think of malicious ways to debuff them in order to balance the mod if I do remove it.

Make creepers' explosions have a chance to set each other off as a debuff. It violates canon, but it solves your problem and is bloody hilarious.

50849
Aren't shovels metallic? Find some ore, cut some trees, make some charcoal, go wild with forging.

About stones: Has anyone considered the value (positive, negative, game-breaking, or otherwise) of a "gravel" stone type, found in all soils in large clusters, useable as stone, and perhaps collectable as clay?

50850
Quote
Quote
Quote
Fortress: Option to have dwarves drop hauling item when running to burrow
In case they need to get back to the fortress quickly to avoid getting caught outside in a siege, there should be an option to have dwarves drop an item they're hauling to increase speed.
I've seen varied behavior. Normally they do drop stuff they're hauling when interrupted (including once in the bottom of a river I was slowly draining), but apparently not always. Obviously, when the thing they're hauling is something like an artifact axe, or a big stack of meat and the pursuer is a vulture, you want the dwarf to keep hold of it. Either greater intelligence or some kind of menu (maybe under 'o'rders, maybe under 'h'auling) where dwarves are told what to hold onto and what to drop when interrupted would be needed.
I've never seen them actually drop something when fleeing from a siege. And as for the menu thing, that's why I specified "have an OPTION to".
Well, about the "Option" thing, dwarves aren't too god when they have "options," now are they? A bit of player control is preferable to dwarves deciding if that lasher is dangerous enough to drop the item or if the plump helmets (7) or what-have-you are important enough to keep, ignoring that they're probably light enough to not make a difference.
Er, sorry, that's what I meant. ^^; Make it so that the player can choose if the dwarf drops the stuff or not.
Well, hacing to choose every time a dwarf is interrupted if Urist drops the item or not would be tedious and likelt immersion-breaking; that's why I advised a menu.

Pages: 1 ... 3388 3389 [3390] 3391 3392 ... 3706