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Messages - GreatWyrmGold

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51136
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: June 28, 2012, 06:20:18 am »
...How would you make blocks from broken mugs, tables, and mechanisms?

51137
DF Modding / Re: Question on flying mod
« on: June 27, 2012, 08:38:44 pm »
He can fly.

51138
DF Adventure Mode Discussion / Re: Killing a BC in Adventure Mode
« on: June 27, 2012, 08:36:57 pm »
Lightsabers that chip...?

Anyhoo, don't underestimate the value of chopping off hands and feet before going for the head. I think those are easier; prone colossi can't move or attack as well, in addition to other combat penalties; and of the BC just pushes with its torso and head, it's less dangerous.
Less.

51139
DF Adventure Mode Discussion / Re: Immune to Vampirism?
« on: June 27, 2012, 08:33:44 pm »
DISTURBANCE_CURSE is the syndrome to BECOME a mummy. So...are you a mummy?

51140
215. Hell, requesting Armok to make BOGEYMEN bogeymen is a real challenge. You know why to fear the ngiht, indeed...

51141
It's possible, but it's ridiculously difficult. You'd have to know where to find the other cave beforehand or you could spend years real-time trying to find one. Especially since a systematic search is virtually impossible with being unable to tell keep track of where you've been.

And I don't think the "walk until under a town > fast travel" trick works anymore...

There's also the fact that there's rarely anything down there to kill and eat, or drink. And that it may not be safe to sleep.

Sleep's rarely an issue. I remember a time when I was trying to make a cavern adventurer, and when he went to sleep, he woke up, having sleepwalked straight up through several layers of solid rock. And if that doesn't work, and something attacks you, you've solved the food problem!
(I think sufficiently hungry adventurers can eat bugs and mud, which should be fairly common in the caverns.)

51142
See if you can catch and tame dragons, hydras, rocs, and other Fun critters!

Drop any captured thieves or siegers, as well as "use-impaired" wild animals and maybe dwarves, into a big pit. Make the pit full of bones into some kind of "reminiscing hall," where adventurers can swap tales. You might want to forbid the bodies once they drop, unless you WANT the dwarves to take the ambiance out of the hall.

Make a hall including all of the artifact weapons and armor, as well as neat artifacts. Put the bedrooms for adventurers somewhere nearby (near enough to sleep-walk).

Put a baracks for new militia near the adventurers' area, so that the retirees can laugh at the foolish green people. Maybe also install a childrens' dormitory or something nearby, to inspire them to try and grow up to be heroes.

51143
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 27, 2012, 08:13:20 pm »
Well...I seem to recall that the Greenland (and presumably mainland, Icelnd, etc) Norse had skyr (sp?), which was something like yogurt. Since the Greenland Norse settlements crumbled sometime in the mid-1400s, it'd probably be possible for dwarves to do, if they had pastoral societies.
TLFR: If purring maggots ever work, and if skyr is like yogurt in the important ways, then yes, entirely possible.

51144
DF Suggestions / Re: Legendary Feats
« on: June 27, 2012, 08:07:40 pm »
1. You could still wear t. You might not be as good in it, but it'd still be wearable. (Also, that means a disconnect from protection and skill--the best material for plate armor is also the lightest.)
3. Please reread that sentence. See why I think you're acting like a jerk?
4. Alright, I won't take you seriously...also, what part made it sound like I was trying to imply that I thought I was smarter than you?

51145
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 27, 2012, 08:03:44 pm »
Exactly! It doesn't have to make sense, it just has to make up some rules and follow them!

51146
DF Suggestions / Re: accidents and illnesses
« on: June 27, 2012, 07:57:03 pm »
...Alright.

I agree that worksplace accidents should be rare and minor. The exceptions to the former would be when un- or low-skilled workers were working. There might be (on average) an accident a month for an unskilled dwarf (assuming all time not spent eating, drinking, or sleeping was spent working), and halve that (or double the time) for each skill level. Accidents would be around annual once they reach Competant (varying, of course, by how much they're actually working). Most workplace accidents would just be bruising, with some cuts here and there. Hm, maybe in that case the frequency would be slightly increased? No matter, I guess, we can work on specifics later. The exception would be in high-risk industries, like mechanics (especially setting up traps), masonry (don't crush your arm!), mining (ditto), smithing (you're working with flaming coals!), and so forth.
As for illnesses, they should usually be minor; in most areas, about the worst you'd get is nausea, vomiting, or dirrhea (if implemented). In savage areas, though, you could catch all sorts of unpleasant plagues (think malaria or AIDS); evil areas would bring horrid plagues, which infect both body and soul; and Armok help you if you enter a terrifying region! Good areas would have mild or maybe beneficial "diseases" (more like eases, you know?), benign areas would have minimal natural illness, and of course this will all go out the window more or less once sphere-based biomes are implemented.

51147
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 27, 2012, 05:22:41 pm »
The corpse-preservation part! Get your mind out of the gutter!

Gnomeblight should have at least somewhat adverse effects on non-gnome creatures if it prevents rotting. If nothing else, it should cause nausea from having the intestinal bacterial flora screwed up.

51148
Well, to my knowledge goblins are the only critter with either of those tokens ([EVIL]), so...SCIENCE is needed. (It can only be !!SCIENCE!! if fire is involved somehow, like if you made fire men evil and gave them an entity.
I'd like to see that mod.)

51149
DF Modding / Re: Question on flying mod
« on: June 27, 2012, 05:19:23 pm »
Oh, missed that. How'd he get down there?
Alt-9 and see what happens? I think that should work...

51150
Thanks for what you said about my last post, Hugo.

About spearthrowers: They weren't spears that threw little spears, they were...for lack of a better description, specially shaped sticks that increased the velocity that you could throw a spear at. Leverage and all.

About crossbows: Good thought so far. What are your thoughts about reverse-engineering crude crossbows?

About slower bowtraining making the game too hard: There's always spearthrowers.

About auto-hiders: Neat idea, if it works as intended.

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