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Messages - GreatWyrmGold

Pages: 1 ... 3392 3393 [3394] 3395 3396 ... 3706
50896
DF Dwarf Mode Discussion / Re: Mining drop rates and Gems
« on: July 01, 2012, 02:07:56 pm »
The small cluster of the mineral would (I think). I was asking if the large cluster did.

50897
That's got to be the least child-safe toy in existance. Its unearthly sharp and undulling edge is made all the sharper by the mooder' magic, and it attracts goblins and clowns alike!

50898
How comes dwarven logic is not really existant?
That's just speciesist lies. Dwarven logic is existant; it's just underdeveloped. Think of dwarves like toddlers.

Why does fighting the dead provide such drastically bad thoughts? With necromancer towers just over each hill you'd think zombie killing would be passe.
It's not just the fighting, it's the pervasive evil of the undead. It unnerves the steeliest of minds, crumbles the steeliest of spines, and disgusts the steeliest of noses. The last might just be because the undead are sorta...rotten.


EDIT: Oops, forgot a question.
Why do dwarves work and do what we tell them to, when most of us just insult them and toss out their lives like they were nothing more than bad, cheap candy?

50899
DF Dwarf Mode Discussion / Re: Safely mining adamantine
« on: July 01, 2012, 01:57:38 pm »
Can clowns break through floodgates?
Despite my desire to tease you to find out yourself...
No. They can't.

50900
DF Dwarf Mode Discussion / Re: Shot-gun weddings and night trolls.
« on: July 01, 2012, 01:56:42 pm »
That just did a lot to ding whatever remaining sympathy I had for goblins. lol
It's not goblins, it's night critters. Big difference.

50901
DF Dwarf Mode Discussion / Re: Taming in worldgen
« on: July 01, 2012, 01:55:29 pm »
Because this feature hasn't been fully implemented, apparently?
This explains why I haven't gotten any neat cave pets from traders.

50902
I've got a vampire in Zonnish. My plan is to use him to keep the prisoner population down.

50903
Can't you 'r'emove your helm? And then 't'hrow it at the spider?

50904
I just give 'em novice in butchery and tanning. Simple professions, not much call for them early on until the militia's done being a military and can clean those fuzzy animals up for dinner.

50905
Don't forget to stop vultures and buzzards from stealing food, then.

50906
Ah, another list of little ideas...

Fortress/Interface: New cancel messages
Dwarf cancels Retrieve Wounded: No available hospital bed.
Dwarf cancels job: Retrieving wounded.
Doctor cancels Suture: No thread.
Doctor cancels Dress Wound: No cloth.
Doctor cancels (etc.)
Bookkeeper cancels Update Records: No office.
The first isn't needed; if no hospital bed is available, the dwarf will be deposited on the floor or in his own bed. I forget which is preferred. Dwarves don't cancel jobs to retrieve wounded--do you think they should? If so, say so and don't hint it. The other medical ones are sensible. The bookkeeper one seems sorta redundant; how often do you NOT know that your bookkeeper doesn't have an office?

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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.

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Next time, mind deleting my quotings of your quotes that you don't have anything to say about for me to reply to?
I thought I did... :(
Ah. I see, nevermind. Everyone makes mistakes.

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Combat: Attacks linking together
Similar to the above idea, having attacks that could only be performed immediately after a specific attack (preferably being performed within the same action as the other attack). I don't quite know how to explain this one well, sadly. :<
Like...um...stabbing someone in the gut with a halberd, and then hitting someone else with his friend? (Okay, would require troll or kobold or something, but still.) I'd like some less-ludicrous examples.
An uppercut followed by bringing the same fist down in an overhead blow?
Sounds like punching the head twice, in interface/game terms.
Well, yes, sorta. But the difference is that both attacks would happen in the same action. Two distinct attacks, but only one action needed, with no pause in between. Maybe the chance of pulling it off would be related to the melee combat skill, or the striker/kicker skill?
So, let's see how this could work. Maybe an extra option under the 'A'ttack menu, aside from attack or wrestle, called something like "Perform Linked Move," where you could choose from a seiries of moves after selecting the body part you were attacking? Or maybe using something like whatever interface Toady set up for reactions and punch-catching and stuff.

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Combat: Dragging/carrying targets
Being able to literally drag your opponents along with you seems like a basic idea, but it would open up so many possibilities.
Planned, but bear in mind that few angry goblins are going to be LESS angry if you drag them around.
Trust me, they'll be far less angry when they're a puddle at the bottom of a 50-foot drop.
Good luck getting there...I think we can agree that this should be possible, but not easy, to do on someone around your size.
Depends on whether or not the target is unconscious, stunned, crippled, or what have you.
Ah, I see. There's other ways to dispose of unconscious enemies, ways which don't require time and make you vulnerable to attack, but ways that aren't nearly as cool.

What, seriously? O_o;
Oh, yeah, this too. Dwarves have no concept of personal space. They lack a bunch of our cultural concepts and taboos, which is part of why their babies don't even wear diapers or kobold loincloths (somewhat cleaner than diapers).

50907
DF Suggestions / Re: Plant Oil As Lubricant
« on: July 01, 2012, 01:38:16 pm »
When it comes to jamming there are a few ways it could work. A jam could be a permanent thing that requires a dwarf to come and fix it or it could be something that happens for a period of time and then fixes itself. I like the idea of having both.
Speaking as someone with minimal training in mechanics, the "stuck until a dwarf comes to fix it" seems more likely.

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A well oiled and maintained machine shouldn't jam at all but as the oil runs dry the machines should jam more and more frequently. These jams would clear themselves but would lead to machines being unreliable. Once it gets really bad it could then jam permanently and require the attention of a mechanic and some oil to get it going again.
Seems sensible. It certainly is, from a gameplay perspective.

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I would kind of like the option to turn this off in init for those who like building computers and the like. Perhaps masterwork mechanisms wouldn't need oil at all?
I like both ideas.

50908
DF Suggestions / Re: Arena Preset loadout
« on: July 01, 2012, 01:36:33 pm »
So, something like templates of species/skills/gear? Sounds good.

Something similar, for skills and attributes, would be nice for Adventure Mode.

50909
DF Dwarf Mode Discussion / Re: Reclaim mode, shortage of dwarves
« on: July 01, 2012, 01:35:27 pm »
Make a new fortress. Include at least one militiadwarf with a bronze spear, cheap (possibly wooden) shield, a helm and breastplate, and maybe some other armor if you've got spare points. Station the militiadwarf at the entrance to ward off clowns (hah!) and wild animals. With luck, the latter will distract all of the former that decide to leave the mines to investigate the new settlers. Die once some more come up. Repeat, modifying the number of militiadwarves as needed.

50910
DF Modding / Re: Mod IDea please read ( most likly impossable )
« on: July 01, 2012, 11:02:45 am »
That's pretty much because air is hard-coded.

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