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 ... 3410 3411 [3412] 3413 3414 ... 3706
51166
DF Gameplay Questions / Re: Killed a lot of wildlife got no leather
« on: June 27, 2012, 03:40:42 pm »
Try buying lots of leather. I remember a fort in which I bought surpluses of cloth so that there wouldn't be a percieved shortage, but the traders kept bringing more and more...

51167
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 27, 2012, 03:35:45 pm »
Gnome thieves a big issue for you?

51168
Don't give up!

The tantrumers need to vandalize or assault someone to be imprisoned. Or violate a mandate.

51169
DF Gameplay Questions / Re: Simple Question - Gear Assmblies
« on: June 27, 2012, 03:34:12 pm »
6-way, actually.

51170
DF Modding / Re: Question on flying mod
« on: June 27, 2012, 03:30:19 pm »
< should work.
Is there a ceiling above the dwarf?

51171
I just thought of a good reason that kobolds couldn't use bows!
Okay, they could, but archery (IRL) takes a decade or two of training to be good at, and most kobolds don't really live long enough. Unless you're going with the vanilla maxage and not the old KC one. In that case, I'll stick to "Atlatls seem to fit kobolds better."
Yes, but kobolds are tiny. They eat meat. They cant just run up with a spear, can they? They must be trained from the second they hatch to use a bow.
Or...use atlatls.

I just thought of a good reason that kobolds couldn't use bows!
Okay, they could, but archery (IRL) takes a decade or two of training to be good at, and most kobolds don't really live long enough. Unless you're going with the vanilla maxage and not the old KC one. In that case, I'll stick to "Atlatls seem to fit kobolds better."

Yes, but kobolds are tiny. They eat meat. They cant just run up with a spear, can they? They must be trained from the second they hatch to use a bow.
Hatch? Did I mess up and leave [LAYS_EGGS] in?  :-[

*Checks Raws* Nope don't see it in my current raws for KC.

And if people want even if it is a major setback, but make training bows really hard?
Maybe something like making kobolds learn bowboldship slower, but make bows stronger to compensate?
(Crossbows should be a bit stronger and easier to train then bows, but native kobold weaponry would train the fastest, and crossbows are hard to make.)

Yeah, I meant clusters of chippable (and diggable) stone to be mineable.

Also, I'd vote for kobolds being unable to draw human and elven bows, but being able to make weaker bows of their own.
Breaking apart foreign weapons seems suitable for spears and pikes (to obtain spearheads), arrows and bolts (for arrowheads), and maybe axes (so that the axe itself can be attached to a kobold spear to act as a kind of halberd) but it seems really weird to me regarding other weapons.
And how would kobolds break apart a steel sword?
And what use will the unliftable blade be for them if they can?
I'd say only spear- and arrowheads (and maybe axes) should be useable to make kobold weapons, with all the other foreign weapons only going into traps.


EDIT: maybe they should be able to modify the handle of a dagger to make their own kobold two-handed sword, but that's about all I think.
Even a steel sword can be broken by bashing it against a rock enough. The tip of a steel sword would make a deadly dagger, and the rest could be stuck together with a more maleable metal or with wire or leather or something to make armor or a shield or something.

51172
DF Modding / Re: no animal men
« on: June 27, 2012, 03:23:33 pm »
Animalmen only exist in savage biomes (not counting the rare cavern tribes). Few civs settle in savage areas, and dwarves NEVER do. (Except if the player foolishly decides to embark in such an area, of course.)

51173
DF Modding / Re: hypothetical mod: is this possible
« on: June 27, 2012, 03:21:12 pm »
So maybe a slow progression to zombification, but they cannont spread the virus. Only pure (elder zombies) have had the virus mature to the infectious stage.
Why not? I'm sure there's something we can do, like how vampires make vampires by drinking blood!
...We'd need to make all creatures we want to be able to turn into infectious zeds have a "saliva" material that gets injected on a bite...

Quote
After a bit teh infected would become sluggish, and dizzy and drowsy with fevers and seveare vomitting. Then become paralized but gain NOBREATHE. then they gain OPPOSED_TO_LIFE and NOT_LIVING and a massive stat boost to physcial abilies, and Blood is removed. But thought is left in so Braining them is a vaild kill switch.

Makes me want to play with this now
Excellent. I hope someone tries to make this! (Don't forget to turn off the old stuff once zombification sets in. Also, a chance of outright death would be good.)

51174
DF General Discussion / Re: Real-life magma-dumping
« on: June 27, 2012, 03:08:34 pm »
Meh, this is kind of underwhelmOHMYGOD! The magma's bubbling out!

51175
DF General Discussion / Re: Generating a long history world
« on: June 27, 2012, 03:06:34 pm »
FYI, 1000 demons doesn't mean that 100 times as many demons will escape as if there were only 10 types of demons, it ust means that 100 times more people would like demons.

Mind putting the world on DFFD before playing it?

51176
DF General Discussion / Re: Favorite Deity?
« on: June 27, 2012, 03:04:50 pm »
Rainbow Gods? And they said there weren't any gay Dwarfs...
And if you think about the story of Noah and the Ark, that might say something about the deity depicted in the Bible. :P

There was a god of nature in one of my games - his high priest was the "First Nut" which I initially took to mean "Most Insane Person."
Were these guys dwarves? That would make it hard to choose.

Originally I found her menacing, but the procedurally generated deity Nar Stintoral, or "Nar the Strifeful Laws" has grown on me.  Nar most often takes the form of a rotting female dwarf and is associated with disease, death, war and fortresses, and she seems to be quite popular with the dwarves of the Sweltering Ceiling, particularly in Fort Drunkensteel...
Very neat goddess.

51177
DF General Discussion / Re: Mørul the Insane Vampire
« on: June 27, 2012, 03:00:43 pm »
They probably dodge and counterstrike, though. Get Morul started on badgers and stuff, then kobolds, then insane traders, etc. Work your way up. (Make sure the room is small enough, through.)

51178
DF Suggestions / Re: surrender and will to live?!?
« on: June 27, 2012, 02:59:16 pm »
Indeed. To me, it seems probable that Toady will make sure dwarves aren't running from vastly inferior forces before releasing 0.34.12. Assuming he hasn't already.

51179
DF Suggestions / Re: Allow wooden objects to be burned to make fuel.
« on: June 27, 2012, 02:56:59 pm »
Make it work off the Melt Object tag, and you have my +1. I end up with so many worthless crossbows when trying to train a bowyer.
Seems good (assuming the name changed to Burn Object when applied to wood/cloth items). Of course, it would probably be <1 bar of charcoal per wooden item for the most part. Maybe something like the yields from melting?...Wait, aren't some weapons and stuff at >1 bar per item?

51180
DF Suggestions / Re: Plant Oil As Lubricant
« on: June 27, 2012, 02:54:15 pm »
Indeed. Don't transport magma on oiled tracks.

There's no reason that the current system couldn't lead to the future one, at least in bits and pieces. For instance, being able to mark certain kinds of liquids as lubricants in the raws, and being able to apply them to surfaces (reducing friction, and therefore velocity loss for minecarts, flying creatures, etc) seems like something that would both allow this suggestion and be able to fit into the future system fairly well.

Pages: 1 ... 3410 3411 [3412] 3413 3414 ... 3706