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Messages - GreatWyrmGold

Pages: 1 ... 3397 3398 [3399] 3400 3401 ... 3706
50971
Oh...

What's my challenge, then?

50972
DF Gameplay Questions / Re: Having a baron
« on: June 30, 2012, 08:06:41 pm »
Using DT do force children to work makes you a dirty cheater, you know.
Using DT makes you a somewhat cleaner cheater.

50973
DF Modding / Re: Creeper Cavern: Play as creepers!
« on: June 30, 2012, 08:05:52 pm »
Sweet, I helped!
Glad to be of assistance. I might check this out sometime.

How much does their tendancy to explode affect fortresses? It seems like tantrum spirals would be a lot faster...

50974
@GWG
I think the only way to make clay useful is to fire it. But i've only worked with clay a few times in my life, so there may be other ways to make clay useful with out being fired. But without firing is clay just no better then dried mud?
Think Play-Doh. If you could have made it from a sufficiently large chunk of Play-Doh as a kid, someone with enough time and damp clay on their hands can make it out of clay.
Toy balls, little things that can be used as ammo, flat-topped (although crude and legless) chairs and tables, crude blocks, statues, slabs, simple stuff like that.

Also: What happens if POP_RATIO is 0? That seems to be a much more efficiient way than giving normal 'bolds a RATIO of 90,000. Also, brutebolds sound more like dull, slow, maybe clumsy kobolds that happened to be born bigger and stronger than their counterparts, and maybe with claws or natural combat skills (3-4 levels of fighter?) or something. No more than one in ten, maybe one in a hundred. There might be a spell/workshop reaction/something that turns a normal kobold into something a bit bigger and stronger than a brute, and a brute into a big, hulking thing a bit stronger than a dwarf.

50975
DF Modding / Re: ‼What has science done‼?! Version 0.13
« on: June 30, 2012, 07:52:10 pm »
Ooh, neat!
Maybe give them some reactions that can turn "twitching seeds" (resilient, immobile, domestic creatures) into various kinds of neat or dangerous plants, like one you can milk for sap or one you can set up to attack any nearby goblins or something?

50976
DF Modding / Re: Community Mod
« on: June 30, 2012, 07:50:29 pm »
Heh. Don't worry, for every unbeatable MB, someone'll think of something that can beat it and make it easier to beat.

50977
DF Suggestions / Re: return of dead heroes?
« on: June 30, 2012, 07:27:59 pm »
2.) Doesn't that seem a tad inaccurate to you?

No, it's a quite accurate depication. After all, dwarven ghosts have shown the ability to "lose" items and even harm or kill dwarves!

Or, do you mean inaccurate when compared to our ghostless reality?

I meant that ghosts (in reality) can't physically harm people (or at least, it would take a MASSIVE amount of energy to do so, which would harm them just as much as they harm us.). Ghosts are, after all, the psychic energy left behind after the physical body dies (In fact, the reason you hear more about evil spirits is because traumatic experiences tend to strengthen psychic energy. In other words, the spirit has more "will" to enact revenge upon those it hates.). Energy can't be created or destroyed. It just changes form. Because of this, a ghost would lose "health" every time it exerted energy beyond what it was normally capable of and, eventually, would cease to exist in the sense of being a "ghost". Some people may say that the spirit "went to Hell" or "ascended to Heaven". Perhaps, the spirit lives on in the thoughts of the people who experienced it and, eventually, if certain events occur, the airwaves, coaxial cables, and Flat Screen HD TVs of whoever watches shows about ghosts. I know... It's kind of weird to think about, but bear with me, okay?

Then again... I might be wrong about all this...
Erm...I feel like this is about to turn into the kind of debate where my brother refuses to listen to me as I point out the imperfections that can't be explained if a perfect god made the niverse, so I'm going to instead ask you to point to a reputable source which explains all of these qualities of ghosts, and also says that they're non-fictional. Until then, let's operate on the assumption that ghosts don't exist IRL and so DF's ghosts only need to obey their own rules.

I meant that ghosts (in reality) can't physically harm people (or at least, it would take a MASSIVE amount of energy to do so, which would harm them just as much as they harm us.). Ghosts are, after all, the psychic energy left behind after the physical body dies (In fact, the reason you hear more about evil spirits is because traumatic experiences tend to strengthen psychic energy. In other words, the spirit has more "will" to enact revenge upon those it hates.). Energy can't be created or destroyed. It just changes form. Because of this, a ghost would lose "health" every time it exerted energy beyond what it was normally capable of and, eventually, would cease to exist in the sense of being a "ghost". Some people may say that the spirit "went to Hell" or "ascended to Heaven". Perhaps, the spirit lives on in the thoughts of the people who experienced it and, eventually, if certain events occur, the airwaves, coaxial cables, and Flat Screen HD TVs of whoever watches shows about ghosts. I know... It's kind of weird to think about, but bear with me, okay?

Then again... I might be wrong about all this...

I'm at a loss of words... No offense, but wtf have you been smoking? o.O



More on topic, the idea of dead heroes being able to return and defend the fort under particular circumstances is an interesting one. Like mentioned if linked to how they are memorialized and entombed it'd also give further incentive to properly take care of your fallen heroes remains. Maybe some kind of ritual could be added to plead for the spirits assistance in great times of need (when magic gets added), possibly involving some kind of blood sacrifice. Would finally add some use to those huge catacombs filled with dead dwarves taking up space ^^

No offense taken. In fact, I expected that kind of reaction. Not everybody believes in ghosts. For the record, I don't smoke anything (I'm actually AGAINST the PERSONAL use of drugs whether legal [greedy pharma companies] OR illegal [supports crime]). Your reaction made me laugh. Thanks.

I agree with you about the catacombs that take up space.

This makes me think of LotR: Return of the King. Only with goblins instead of orcs.

Aren't goblins and orcs related?

In the original Tolkein, I think they were, although I can't remember how. In pretty much every other fantasy that has both goblins and orcs, rather than seeing them as superfluous evil mook concepts, orcs tend to bully the clever but cowardly and weak goblins. So...it depends on who you ask.

50978
DF Suggestions / Re: Legendary Feats
« on: June 30, 2012, 07:23:09 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."
something like, "Doing this seems impossible, but it isn't, and therefore a strong or skilled enough dwarf can do it." And those "not quite impossible feats" might well include things that ARE impossible, in the real world, because DF is just a fantasy game. It's cool to see a dwarf cleave throuh a tree in a single swing, but that's not possible IRL.

50979
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 30, 2012, 07:20:40 pm »
You can't lubricate things with alcohol! Except dwarfs. Or maybe machinery too, if dwarven wine is really greasy, which it might be considering that it's made from strange purple mushrooms. Oh, and except using cetyl alcohol, but that's made from oil in the first place.
At no point did I claim this was a good idea, just a dwarfy one. Kinda like paving the streats with gold.

About the windmill breaking: I don't think jamming would cause windmill blades (presumably one log apiece, and each lost reduces power yield by ~30?%) to fall off, I doubt that there would be any path direct for a falling log, however aerodynamic, to fall to CC, and I know that it couldn't break said CC. The eventual jamming thing makes sense, though.

50980
You can't cut off your own limbs (yet), and even if you could it wouldn't be attatched to your shoulder or hip anymore.

50981
DF Suggestions / Re: Snares
« on: June 30, 2012, 07:14:59 pm »
Hello, is that the garage? Can I speak to a qualified mechanic? I need help to catch a goblin.
I'd like to check what you mean like this before I assume.

Quote
Why a mechanic and not a trapper? Particularly since the thing contains no mechanism.
That makes sense.

Quote
I guess because mechanics are associated with traps that catch enemies, and trappers are associated with traps that catch small animals. So my immediate thought is, having these two parallel types of cage traps is ridiculous, and trappers should manage all the traps, and most of them shouldn't need mechanisms, including many of those that already do. Traps should inherently be a kind of mechanism, a kind made and set by a trapper, which a mechanic doesn't really understand; that's certainly what a snare is.
It depends on how the weapon traps are made, but I think I sorta see your point. Of course, I'm going to point out that trappers are more implementing the traps while mechanics are designing and making them, but that's a pettifogging detail.

Quote
This is of course not really what you asked. Yes, things that don't demand mechanisms are good.
Yeah, I suppose so, although the sentiment sounds wrong for some ineffable reason.

I imagine this could translate into Adv. mode too at some point, dwarves with the trapping skill and job enabled should carry a rope with them if one is available, for quickly setting traps, maybe!!
Maybe.

50982
DF Suggestions / Re: Fake goods
« on: June 30, 2012, 07:12:14 pm »
This seems like a good idea. I can't really see someone claiming that non-donkey brain was donkey brain, but if a fraudulent merchant had some spare donkey brain, he might bill it as lion brain (more valuable). Similarly, an adventurer-fleecing smith might sell lead weapons as iron, and expect them to not know the difference. (This would require, of course, for smiths to be able to smith unorthodox items to fleece the guilible).
This could be avoided with the appraisal skill. Also, only a few percent of people in most towns (no more than 15-20%) should be dishonest enough to even have the possibility to have some falsely-labeled goods, and most of those should see the benifets of honesty and not actually do so.

50983
DF Gameplay Questions / Re: Block? Not for ore, damm dwarves :(
« on: June 30, 2012, 08:37:05 am »
...You CAN remove stockpile/workshop links, you know.

50984
DF Gameplay Questions / Re: Having a baron
« on: June 30, 2012, 08:36:11 am »
I'm pretty sure the liason has to path to the fort leader, somehow. So, they could, if the liason realised it.

50985
DF Gameplay Questions / Re: Dwarf leapers
« on: June 30, 2012, 08:35:11 am »
The water at the edge of the waterfall falls off, hence the name. When all the tiles so so simultaneously, the dwarf goes, "I can path through there to reach the other side!" When the dwarf gets there, the water in the tiles he's entering is quite possibly below the "Stop pathing through here!" point, meaning that the dwarf gets a step or two in. This leads to a quick, current-based death.

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