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Messages - GreatWyrmGold

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51196
DF Gameplay Questions / Re: Gold dust snow - how to get rid of it?
« on: June 27, 2012, 11:09:58 am »
Not true; you should mention, just to check, but some things still SHOULD NOT happen, no matter what kind of DF you are using.

51197
This seems sensible, but for animals in general. Say, remove 10-20% of the animals with biomes and not the UBIQUITOUS tag from the save raws before worldgen begins. It seems like a neat way to increase the diversity between worlds.

51198
DF Gameplay Questions / Re: Any real reason to have a justice system?
« on: June 27, 2012, 10:24:09 am »
Well, for starters, you'll be able to deal with vampires more simply...but, for now, justice is mostly a way for petty nobles to try and get control over your fort. I'd advise setting up a couple ropes near a food stockpile and a well to keep your mayor from punching dwarves who can't make earrings or whatever, especially if you have a woodcutter, miner, or militiadwarf who makes lots of friends and/or was selected as baron.

51199
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."

51200
DF Modding / Re: hypothetical mod: is this possible
« on: June 26, 2012, 06:38:54 pm »
Maybe it could be something like husks or werebeasts--once you bite them (a la werebeast), they get a bunch of modifications from the interaction (a la husk).

51201
DF Suggestions / Re: Bringing back family relations
« on: June 26, 2012, 06:36:35 pm »
I think that adventurer mode goes "This town has 1,984 peasants and these 35 historical figures, let's put the 35 in these places, some of the 1,984 in shops and stuff, and the rest go into these houses." In other words, most of the data is there, but the rest needs to be kept, and it all needs to be used in Adventure Mode.

51202
DF Suggestions / Re: A few new commands for squads!
« on: June 26, 2012, 06:33:11 pm »
I like any idea that allows you to tell your little furry alcoholics to do something instead of...um...not helping out. Approval, especially for the "Escort" order. Notably, I'd like to suggest that a squad can be told to escort anyone who leaves a given burrow, say to go outside and cut wood in a dangerous area.

51203
DF Suggestions / Re: windows, magma and enemies.
« on: June 26, 2012, 06:25:56 pm »
What if the scariness of a creature generally decreased as it took damage? So a drowning or burning creature would not be scary, neither would one caught in a room full of spikes or one that has had it's arms and legs broken.
First off, since this is DF we're talking about, it's hard to define "damage." Sure, having an arm cut off is a lot of damage, but until/unless the goblin (or whatever) bleeds to death, it can beat you to death with the weapon in the other. Besudes, would YOU be less afraid of a dragon (say) if it had a bunch of bleeding gashes on it? I wouldn't--between its fire and its claws, I'm staying as far away from it until it's been turned into roasts and armor.

People don't want a logical interpretation of the ethics, they want their standard gameplay behavior rewarded.

Requesting that dwarves get a positive thought from seeing foes burn to death is in essence the same as requesting that dwarves get a positive thought from witnessing an atomsmashing - only it seems more logical.
Well-put.

51204
DF Suggestions / Re: Legendary Feats
« on: June 26, 2012, 06:22:18 pm »
Well, we are getting magic someday and dwarven maigic is going to manifest itself through their works, but what you propose...
It's somewhat, well, ill-thought. Those pick throwing tricks are just ridiculous, armor using, architecture and most of other crafts already do what you propose, yet thats results of gradual improvement, not sudden ascension.
Those beekeeping and carpentry features are more appropriate for the elves.
Smelting feats aren't quite realistic too, I guess it's more than enough that any dwarf can forge with his bare hands.
The pick-throwing was just because it felt stupid to say "For the mining legendary feat, we should do what already happens!" I believe I included a note to roughly that effect. Same with smithing.
Armor using does what I suggest because armor doesn't really slow you down.
For architecture and the others, I mean a separate happy thought, from the joy of looking on the works of a master. Think Sistine Chapel.
The complaints for beekeeping and carpentry are valid. The "summon bee swarms by whatever method you get hives of bees to not sting you and live in a rock hive" thing sounds really cool to me, but I'm interested to hear alternate suggestions.

Quote
I believe they should be called legendary because of quality of their work, not do weird stuff because they are called legendary.
You're getting the idea backwards. They don't "do weird stuff" because they're legendary, they're legendary because their skill, strength, or what-have-you allow them to do things which are impossible to normal dwarves.

51205
DF Suggestions / Re: Trivial Suggestion - Local Time Clock
« on: June 26, 2012, 06:16:21 pm »
Where do you normally embark? That's how it is in temperate areas when I embark.

51206
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 26, 2012, 06:08:55 pm »
I just found it an interesting exercise. I reckon if a committee argued back and forth about these in minute detail, for about a year, they could turn out a viable list at the end of it.
What about scrapping comitee AND list?
Right now, we have seen tons of proposals and every single one has arguable portions where people disagree with order of names.
I hereby suggest simple number. There is no in-world reason to map levels to discriptive names, it is all for players sake and for players simple numeric level conveys information with comfort and speed.
I'd like my Carpenter to be called Impressive because he impressed lots of dwarves (lots of quality beds from him for example), not because he is L8 Carpenter - for that, game can just call him Level 8 and we can save adjective hunt in thesaurus which provides gems like "Flawless Woodutter" or "High Master Wood Burner" or "Legendary Miller".
I want my millers to be legendary because there are stories about them circulating the world.
I want my legendary millers to have stories about them circulating the world, but I don't see what naming their skill level as "Legendary" does to detract from that. Again, I suggest that skill names get added to the "raws" (or, more probably, the init files, but that's nitpicking). That way everyone can have their own cake and...not eat it, that gets into some other metaphorical issues, but you get my point.

51207
DF Suggestions / Re: Making bronze colossus
« on: June 26, 2012, 09:43:15 am »
Indeed. Secrets spreading around would be a great feature to have, whether it's dwarves learning necromancy in Fortress Mode or discovering how to make massive, animate statues.

51208
DF Suggestions / Re: Diagonal movement with arrow keys
« on: June 26, 2012, 09:37:59 am »
I don't mind at all. I have a netbook, and don't find it irritating to use the numbers on those occasions that I need to exploit diagonal speed bonuses.

51209
Ores were diggable in the old KC.

If I wer you, I'd make a DIGGABLE_STONE_TEMPLATE or something, and make gold, copper, and silver ores that (maybe some other ores, too, but probably not iron ores). Also make flint and other "soft" rocks that template. Maybe make some sort of "gravel" or "crushed rock" that is diggable rock and can be found in soil.

51210
DF Modding / Re: Community Mod
« on: June 26, 2012, 09:27:48 am »
Heh, I think my demiliches will be contenders...*evilgrin*

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