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 ... 3406 3407 [3408] 3409 3410 ... 3706
51106
DF Modding / Re: The Modding Screwups Thread!
« on: June 28, 2012, 03:05:20 pm »
I did a bit of SCIENCE (once !!SCIENCE!!, when I brought prepared fire snake on embark) about duped raws. It seems that every creature after the duped one moves down one critter in the raws. Since humans are right after dwarves, humans replaced dwarves. Also, kobolds replaced goblins, elves replaced humans, and fortress defense races replaced each other.

...I'd still like to see the bursts.

51107
DF Modding / Re: Bronze Colossus Fortress
« on: June 28, 2012, 03:00:34 pm »
Erm, normal speed is like 900. If BCs have 400, that makes them about twice as fast as most critters and half again as fast as elves.

However, the double speed is lost due to its immense size.
...???
How is that the case? Size does not decrease speed, and BCs aren't multi-tile yet.

Someone should totally start a communi9ty Fort using this mod  :P
YES.  Make dwarves a MEGA MEGA beast and have them come attack the bronze collosi xD
Meh. Make BCs have UTTERANCES so they're hostile with everyone, then boost dwarves/nerf BCs so that normal sieges of dwarves are scary. (Sieges of humans or goblins should be irritating, and dangerous without a good military. Sieges of elves should be training, although maybe make elves TRAPAVOID.)

51108
DF Modding / Re: Community Bestiary Game
« on: June 28, 2012, 02:57:17 pm »
Same here. For those interested, this seems to be the link.

51109
DF Modding / Re: Community Mod
« on: June 28, 2012, 02:55:40 pm »
I think Nyan asked to be skipped. Sad, because you know how many things he probably would have added?

...

If you can't figure out the obvious joke, I advise you to spend a few hours/days on TV Tropes, starting here.

51110
That sounds right. Dwarfing away! I'm on vacation and away from my DF computer, but I hope to update soon after I get back.

51111
So...
How's reclaim going? Please don't tell me that I'll have to...

51112
So...you're going to make a flooding trap? See if you can set up some sea serpent pits, where tame (?) sea serpents wait and escape into the main courtyard to hasten the death of the drowning enemies.
...Maybe crocodiles would work better? Set off a bit of beach with a nearby pool, and when the flood floods, they should be able to see enemies and charge in.

51113
DF Suggestions / Re: Mud and Sand: reversed Grassification
« on: June 28, 2012, 02:43:17 pm »
I can see barren land turning into mud with enough rain, but not from merely walking on it, and not into sand.
Oh now I get where you get the rain from.
It was only intended as a visual effect.

Sand and mud would be functionally identical, being different in name only. Also, you apparently haven't seen what happens with slightly wet land when a group of cows or a large amount of people run over it.

In dry areas, the ground would loosen up as the ground looses it's stability due to the absence of grasses to keep it toghether.
So? Sand is a specific kind of soil. No amount of stomping on clay is going to make the individual grains of the clay bigger.

51114
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 28, 2012, 02:41:36 pm »
Yes, let's get this topic back onto rails.

...Sorry, had to be said.
Anyways, back on topic: What other things could we lubricate, and what other things could we lubricate WITH?
I've got a basic list of both here.

Spoiler: Lubricants (click to show/hide)
Spoiler: Lubricans (click to show/hide)

51115
DF Suggestions / Re: Legendary Feats
« on: June 28, 2012, 02:35:55 pm »
Well, you'd have to define "evolved." Technically, every self-replicating thing after the first was "evolved"--it had survived long enough to reproduce. And I'd consider even humans that hadn't figured out tools to be human (putting aside the issue that great apes, and therefore probably our common ancestor with chimps, can use tools, as can a wide variety of creatures, from otters to birds to cephalopods to a type of wasp).

51116
DF Suggestions / Re: Gradual change of race in a fortress
« on: June 28, 2012, 02:31:57 pm »
As far as the races go, I'dassume the elves hate everybody (for cutting down trees), humans are (hopefully) not total xenophobes, goblins are shunned  for their baby-stealing, and dwarves are dwarves. Kobolds can't speak so they're iffy.
Well, elves would probably get along with anyone who didn't try to kill them and wasn't trying to kill them (should that be "or"? Our dwarves would still fail most of the time). Humans don't seem to have a real problem with anyone, dwarves seem happy to trade with anyone not trying to kill them...I think the big thing is people not trying to kill each other. Personally, anyone who could at least haul, build walls, or fight okay, and didn't try to kill my dwarves would be allowed in my fortress.

51117
DF Suggestions / Re: A few new commands for squads!
« on: June 28, 2012, 02:28:21 pm »
could you ransom a Goblin general for peace in the future?
Never read the forum with tired eyes.. I thought Blade Master Model 42 said, could you ransom a Goblin general for a piece of furniture.  *chuckle*
Somehow, I imagine most of us would rather take the piece of furniture.

51118
DF Suggestions / Re: return of dead heroes?
« on: June 28, 2012, 02:27:13 pm »
I'd also like to be able to bury dead soldiers in great tombs, and have them rise from the grave when a necromancer shows up. (Or anyone else, the "Ghost-martyrs of X" line just works best with necromancers. Expecially if their second-in-command is a goblin with a cloak dyed with redroot dye.)

Of course, my soldiers are usually armed primarily with training weapons and fists, and armored minimally or not at all...but still, a horde of former cheesemaker ghosts and the like holding ghost-wood training spears and lead by the ghosts of my few good militiadwarves would be neat. If nothing else, the goblins would be incapacitated with laughter.

51119
DF Suggestions / Re: [SADIST]
« on: June 28, 2012, 02:23:23 pm »
I'd imagine sadism would either be a new personality trait (Urist derives great pleasure from the suffering of others, Urist derives pleasure from the suffering of others,..., The suffering of others angers Urist), or else a side effect of having low altruism and the like. The former seems better.

51120
DF Dwarf Mode Discussion / Re: Effectively using minecarts
« on: June 28, 2012, 08:26:31 am »
Now, use minecarts to dump ores and flux right into your magma smelter!
...Maybe NEXT to the smelter would be safer, though...

Pages: 1 ... 3406 3407 [3408] 3409 3410 ... 3706