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Messages - GreatWyrmGold

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50851
DF Suggestions / Re: Legendary Feats
« on: July 02, 2012, 06:06:48 am »
"Legendary" is just a title used to show they are good at there job. Not that they are actually legends. Improperly named? Yes.
The idea is to make them legends.

Animals trained by Morul McLegendary will never revert to a wild state, and skip past the semi-wild stage of training.
Had to comment on this one.  This is boring, and seems like it would reduce (maybe even eliminate) your opportunities to practice training the same animal repeatedly.  Not that a legendary needs the experience for skill gain, but to help with increasing civilization familiarity with the critter type.
I think more appropriate and useful Legendary Animal Trainer feats would be doing impossible training tasks which are impossible for no good reason.  Break the aggression of a captured siege beast and train it as if it were merely wild.  Train creatures for war or hunting that normally don't accept those kinds of training.
Alright, I'll add these points to the OP.

50852
DF Suggestions / Re: Legendary Feats
« on: July 01, 2012, 11:05:43 pm »
1. Alright, the engraving happens, and then it's determined...how? Or is it that the Legendary status is added once the event engraved occured, despite the engraving being made long before that? In either case, how is the prophetic engraving added--i.e. how does df.exe decide that THIS engraving will be a future-seeing image that can promote a dwarf to Legend status?

2. Woodcrafters also don't build statues. And, anyhoo, my POINT is that making a scarily realistic wood statue or whatever seems like the quasi-magical skill a legendary dwarf might do, not something any old woodcarver can make.

50853
DF Suggestions / Re: Tastes Like Sober
« on: July 01, 2012, 10:58:06 pm »
...Beavers? Geez, I need to get my own mind out of the gutter...
Point is, some vampires should require sentient blood, some should naturally prefer it, and some should feed pragmatically (or choose not to). Nothing should be a yes-to-all thing.

50854
DF Modding / Re: Raptors Arsenal
« on: July 01, 2012, 10:48:56 pm »
What's special about the elven bow, dwarven arlabest, etc?
How about other special racial weapons? Goblin scyhes, human blades (swords), etc.
"Artifact" weapons, like railgonnes (which fire any kind of ammo at a very high velocity), or Back-Breaker Blades (think Cloud's Breaker Blade), or Godhammers (which have a high enough velocity multipler that they send goblins flying), or stuff like that. Artifact weapons couldn't be normally created, but they could be created in moods. I'd consider adding at least one for every "type" or normal weapon, to increase the chance of getting an artifact weapon from a mood.

50855
DF Modding / Re: ‼What has science done‼?! Version 0.13
« on: July 01, 2012, 10:42:55 pm »
Ooh, a drink that counteracts the effects of cave madness... though that could ruin the point :P
Not if the required ingredients are needed in large amounts (50 plump helmets = 1 portion of drink deal)
Or if you didn't just brew the plant, but had to (say) import seeds from a rare, valuable fungus from the dwarves, then grow them (probably slowly), then proccess them in a reaction that has a chance of releasing a toxic cloud (probably not lethal-toxic, but unpleasant-toxic), and then the drink has some other neat side effects, like perhaps a tiny chance of murderous craziness.

I think it worked that way,  it'd just halt it for a while?
Maybe you could reverse it for dwarves who get cave adaption, negating the vomitting and such from going out in the daylight, since the no-going-underground thing is for humans.
I'm not even sure how the reverse-cave-adaptation thing works, so I can't comment on it, but I somehow doubt that we can fiddle with such hardcoded thingies.

50856
DF Modding / Re: Creeper Cavern: Play as creepers!
« on: July 01, 2012, 10:39:00 pm »
Well, out of those only the kitchen lets you make custom reactions.

How much do Minecraft creeper explosions affect each other?

50857
DF Suggestions / Re: Legendary Feats
« on: July 01, 2012, 09:55:54 pm »
Ah, I think we're talking about different things. Or maybe not. If an ENGRAVER engraves a wall that predicts the future, which makes him legendary, how is that determined? How do you get carpenters to carve statues, and how do you determine that they are scarily realistic? Wouldn't that fear-statue be more like something an already-legend carpenter might make?

50858
DF Dwarf Mode Discussion / Re: A crash course in military?
« on: July 01, 2012, 09:28:34 pm »
Or, CFAM. That trains a lot faster and weeds out the weakest recruits for you.

50859
Huh, that's not what I would have thought would happen. Apparently it does. Point is, you'd never escape.

50860
DF Dwarf Mode Discussion / Re: Electrum Weapons
« on: July 01, 2012, 09:25:43 pm »
I'm pretty sure density is the most important for blunt weapons. It sure seems it should be that way, what with DF not taking weapon damage or bending or anything like that into account.

50861
DF Dwarf Mode Discussion / Re: Magma and Miners don't Mix
« on: July 01, 2012, 09:22:59 pm »
I think my scientific paper on how steel is the best armor material might overshadow psikomonkie's discovery some.

EDIT: And shush about CC, the High Council treats it as a myth and/or dangerous enough to be ignored.

50862
DF Dwarf Mode Discussion / Re: On Reclaims.
« on: July 01, 2012, 09:21:35 pm »
What if everyone dies 3.5 seconds after mining adamantine?

50863
DF Modding / Re: Turning a totem into limestone.
« on: July 01, 2012, 09:19:34 pm »
Can you somehow mod gloves/boots to not be right/left?
What happens if you remove the RIGHT and LEFT tags from hands and feet?

50864
Artifacts are indestructible. Doors can be locked. Do the math.

50865
DF Dwarf Mode Discussion / Re: A crash course in military?
« on: July 01, 2012, 09:17:56 pm »
The CFAM. See my post. (There's two other options, one cheaty and one a poor, but Fun, choice.)

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