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Messages - GreatWyrmGold

Pages: 1 ... 3407 3408 [3409] 3410 3411 ... 3706
51121
DF Dwarf Mode Discussion / Re: Put a goblin in a minecart
« on: June 28, 2012, 08:23:58 am »
We really CAN make a hell-cannon that fires demons now...

51122
DF Suggestions / Re: Mud and Sand: reversed Grassification
« on: June 28, 2012, 08:23:18 am »
I can see barren land turning into mud with enough rain, but not from merely walking on it, and not into sand.

51123
DF Suggestions / Re: Raws and Tokens: Megathread
« on: June 28, 2012, 08:22:15 am »
Some other ideas for new tags:

Spoiler: Domestic Animals (click to show/hide)

I'll add more if I can come up with them.

51124
Catching up on the stupidity, I noticed this:
Dear Urist McMilitarySquad4
Please learn from the deaths of Urist McMilitarySquad3, and equip your armor at all times as ordered.  Also, learn from the bold actions of Urist McLegendaryMinerSquad and put the pointy bits toward the enemy.  Report to Goblin Fun Chamber #9 for training.
...Who has NINE goblin fun chambers?

More recently:
How does he lift that hammer?

Must be so stealthy that he smuggled in an entire pack animal to carry it then smuggled them all out together, that's how!
Erm, slade hammers probably weigh more than the pack animal. Unless he smuggled in a dragon or sea serpent or something.
I gave birth, so I'm happy.  But my baby died, so I'm sad.  But I got to kill it, so I'm happy.

I love dwarves.
Well, this might not be THAT unrealistic, depending on how much the baby was crying... ;D

51125
DF Suggestions / Re: return of dead heroes?
« on: June 28, 2012, 07:55:24 am »
I can SO see dead dwarven haulers throwing parties.

51126
DF Suggestions / Re: Mud and Sand: reversed Grassification
« on: June 28, 2012, 07:54:49 am »
I'm not sure what mud and water have to do with this, but I think I see part of the idea...maybe.

Perhaps grassless tiles that get walked on/trampled enough would become compacted and unable to grow more plants unless plowed/tilled/whatever the right term is?

51127
DF Modding / Re: minimod on metal production
« on: June 28, 2012, 07:30:33 am »
Why did you make it 1/10 as efficient?

51128
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 28, 2012, 07:26:04 am »
What was it about again?

...Oh, right, using rock nut oil as lubticant, which lead to someone saying they'd like to use gnomeblight as lubricant to curb gnome thieves, which lead to speculations on other uses for gnomeblight, which lead to bacterial discussion, which lead to yogurt, which lead to Greenland and skyr.
I love this forum. Not even 40 posts yet.

51129
With patience and another rock, I can see it happening. Machanisms and so on might make it easier and/or more effcient, though.

51130
DF Modding / Re: Bronze Colossus Fortress
« on: June 28, 2012, 06:39:12 am »
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.

51131
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 28, 2012, 06:37:49 am »
Probably.

51132
DF Suggestions / Re: Legendary Feats
« on: June 28, 2012, 06:37:16 am »
1. Sensible. I think this is how Armor User is supposed to work but doesn't.
3. I forgive... *looks at palm* you?
4.) Ah, I see.
5.) I wouldn't say "not evolved" as much as "not figured out" how to show empathy over the internet. Close enough.

51133
DF Suggestions / Re: Sterile
« on: June 28, 2012, 06:35:14 am »
To simulate menopause and...something for males?

51134
DF Suggestions / Re: return of dead heroes?
« on: June 28, 2012, 06:30:49 am »
Ghosts return to haunt the living specifically because they weren't entombed/honored with a slab. They can't rest without one, and once they receive one, I doubt they'd want to bother with the living.

I dislike this idea, I just think the flavor would be wrong.
It depends on the ghostly flavor you think DF uses, and also on the quality (or existance) of an afterlife, and on how much the dwarf liked the fortress. I can see an altruistic dwarf leaving or not entering paradise to help the fort. Also, some dwarves might not see their business in the world complete even once memorialised/buried; for instance, a champion who promised to never let the fortress fall. (Whether this is by choice or by some magically unbreakable vow, or both, could vary case by case.)

I like this idea. It should be rare though, limited only to special occasions. Like, Urist McCyrus, the greatest hero of the land, honored for generations since his death, rises up again to help Urist McFrog and his time-travelling buddies to defeat Lavos the evil goblin horde. But once the threat's over, the ghost will go back to ghosting.
I'd prefer that they only help those they knew in life or the fortress as a whole (which might end up harming individual dwarves...somehow).

Quote
Or, maybe, we could have happy ghosts that just lounge around consuming FPS somewhere, giving the occasional happy thought. No other benefits, just a happy thought to nearby dwarves. That way it won't be so game-breaking.
Sensible.

Quote
I also like the biome changing idea. I mean, if you're in a calm biome, and over a thousand goblins and dwarves have died there, then I doubt it should still be considered a calm biome. Once you reach a certain threshold of THE HORROR, the environment should start to adapt. More wild animals, some trees dying, and eventually, evil rain and skelks.
Not sure where this came from, but I do NOT approve. Unless dwarves wield mighty magics, there is little they can do to change the mighty, immortal spirit of the land itself.

51135
DF Suggestions / Re: A few new commands for squads!
« on: June 28, 2012, 06:24:44 am »
Well, since Rescue and arrest are intended to be two completely different things, and you might want to unlawfully arrest some dwarf...probably best if they're separate, so that your dwarves don't accidently rescue the goblin general.

On the topic of prisoners, having a prison "zone" instead of the current rooms could be neat. Prisoners might be tied up to chains or put in cages if they were present, else they wouldjust be dropped into the zone. This could create the possibility of neat, barred-cell jails with beads and wells and stuff, although it would allow us to make "jails" that drop the prisoners into the caverns after the warden leaves.

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