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Messages - GreatWyrmGold

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51211
DF Modding / Re: Making arrows
« on: June 26, 2012, 09:26:09 am »
Only if you use custom reactions, which might be a bit beyond your current skills. Also, while you'll be able to make arrows, the mountainhomes won't bring or have any if you only have a custom reaction.

51212
DF General Discussion / Re: Generating a long history world
« on: June 24, 2012, 08:24:00 am »
Advanced worldgen helps.

Other ideas? Make a bunch of werebeast types. Cut down on bogeymen. Maybe make only a few (or even only one) kind of demon. Erm...Oh, make a bunch of evil areas, too. Find one without any husky fog and try settling there.

51213
That's odd. Gnomoria sounds a lot like DF, and yet I haven't seen a single thread claiming that it's ripping off DF.

51214
DF General Discussion / Re: Crazy Legends of a Tiny Island
« on: June 24, 2012, 08:09:11 am »
Thanks!
How do the ratings of "Races with the most living members" compare to the ratings of "Races with the most dead members" and "Races with the most total members?"
Also, how did you find this all out?

51215
DF Suggestions / Re: Legendary Feats
« on: June 24, 2012, 08:03:46 am »
Point the first: Again, you might get a bunch of magical powers. But, probably not that many. Zonnish has three legendary dwarves: Three moody dwarves, one of whom was a legendary miner who died in a tragic cave-in accident thanks to a wayward granite boulder. It's almost two years old, and most of the legendaries became legendary no earlier than the later part of the first year, IIRC. So, by the fort's 6th year (if nothing happened in the interim to kill the remaining legendaries, such as an ambush like the recent one that killed a dozen of the ~55 adult dwarves then alive, plus a baby, or a major construction accident), I would expect to get some neat abilities. However, as my legendaries still not-dead are a gem cutter and a woodcrafter, they'd probably be on the "use-impaired" side of things. Meanwhile, assuming a fairly constant rate of moods (ignoring that I couldn't get a mood for the first several months to compensate for the possibility of moods failing), I'd probably have about a half-dozen more artifacts. Artifacts would then outnumber magical skills around 5:1, assuming neither of the legendaries died. Also, as artifacts are intended to eventually have some magic in them, this means that legendaries eventualy getting some magical or quasi-magical powers would just be giving a bit more magical bang and an incentive to keep your legendaries happy and safe.

51216
DF Modding / Re: Modding generation discussion
« on: June 24, 2012, 07:09:08 am »
We can't now, but maybe eventually.

51217
Suggestion: Call it something like Kobold Camp 2012, to distinguish it from the original.
Also, any idea how to fix the graphics issue mentioned?

51218
DF Suggestions / Re: Legendary Feats
« on: June 24, 2012, 06:56:42 am »
I'm not sure. Most of my fortresses have only a handful of legendary dwarves, and it would take around half a decade before they'd be likely to have any kind of magical skill. I'd expect artifacts to outnumber magical skills notably, and for useless or use-impaired magic to greatly outnumber magic that was actually useful.

51219
DF Suggestions / Re: Legendary Feats
« on: June 24, 2012, 06:47:20 am »
Of course it wouldn't be "completely" weird! It would just be some possibilities, perhaps more-or-less-hardcoded, that might happen to legendary dwarves. Perhaps, after each year (on the anniversery of becoming a legend or on the dwarf's birthday, most likely), the dwarf would have a 15-25% chance of getting such a magical legendary ability. Once obtained, the dwarf has to do something special in his field before getting more legendary abilities.

51220
DF Suggestions / Re: Worldsize whatever you want
« on: June 24, 2012, 06:42:53 am »
Since it seems all parts of my request are impossible, I have another idea - change the worldmap into a region!  Each region could be a seperately generated worldmap thats only partially related to the others!  Eight regions by eight regions of 252 x 252 sized regions would be nice.
...Wait, what?
So...am I right when I guess that you mean that each massive worldmap would be 1/64 the size of the whole world?
Well, two questions. One: This seems like it would probably get close/over/WAY over the 2 GB limit DF has. Two:

...WHY DO YOU NEED SUCH GINORMOUS WORLDS?!?!

51221
DF Suggestions / Re: Trivial Suggestion - Local Time Clock
« on: June 24, 2012, 06:39:44 am »
In DF the year starts at the beginning of spring . . .

Which makes a lot of sense, given how spring is associated with new growth.

That confuses me, because my embarks start in the middle of winter, and I don't get a year change message until I get messages for the the seasons have changed to spring, summer, fall and then back to winter.

...This really shouldn't be happening. First off, there is no "year change" message, only "Spring has arrived!" Second off, while there is often snow at the start of spring (true where I live and in many other temperate or colder areas), you should ALWAYS be embarking on Granite 1. I'd call it a bug.

51222
DF Suggestions / Re: Non-Overlapping Civilization Territories
« on: June 24, 2012, 06:34:22 am »
Heck, civs understanding that they can't claim everything anyone's ever seen would be a nice start.
I think it would be neat if, instead of a bunch of towns and hamlets everywhere, there were smaller numbers of settlements and lots of family-sized farms or whatnot in rural areas. Then, all settlements that pay taxes to the civ would be part of it, and the borders would be defined by the edge of the territory covered by those farmers that either pay taxes to that civ, or, if they don't pay taxes for some reason, whichever town they'd flee to in in emergency or otherwise had strong ties to. Fill in the gaps a bit, and you have a decent world map!

51223
DF Suggestions / Re: !!Rocks!! and their projecile usage.
« on: June 24, 2012, 06:24:54 am »
Various types of coal can already be used as catapult ammo. They can't be set on fire because, you know, most catapults are made out of wood, and wood burns. So do dwarves.

Increased variety in catapult ammo is planned. Since Toady's already tinkering with other ways to use random objects as projectiles as well as with projectile code, it could be soon.

51224
DF Suggestions / Re: Legendary Feats
« on: June 24, 2012, 06:21:55 am »
Ideally, if legendary status for a few years gave magical powers, there would be a few dfferent ones. Maybe blocks by the mason would crawl over and build themselves into a wall, or some of the engraver's pictures would serve as a one-way portal to the place the event happened. (Careful stepping in Adventure Mode, for instance. Hopefully, they would also be able to carve portals onto stone slabs, so you could get back!) It'd be neat to have it also send you to the time, but given DF's complexity, time travel will cause more problems than it's worth, even without worrying about time paradoxes.

51225
That makes sense.

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