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Messages - GreatWyrmGold

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51241
DF Suggestions / Re: Legendary Feats
« on: June 23, 2012, 05:17:28 pm »
Several, but not all. Also, as I mentioned, the idea for "Legendary dwarves should be able to to legendary feats" was inspired by tall tales. Does anyone think that Paul Bunyan dug the St. Lawrence River with magic? No, it was with strength (the size might have helped, but, to paraphrase the Simpsons, Bunyan varied in height from 10 feet tall to big enough that his footprints became lakes). Similarly, a legendary miner (chosen for being the first one) wouldn't be mining faster by his magical ability, but by his strength. (Not that magic couldn't help, mind you.) And several (catching carp and sharks as a legendary fisher) can't really be argued as requiring magic, except perhaps to haul he catch up (and/or be stupid enough to fish for the dangerous monsters in the first place).

Perhaps saying that the idea for legendary medics was as close to healing hp damage as DF gets was a bit...poorly worded...but it seems to be that legendary medics should be much better at making injured dwarves not-injured than unskilled dwarves, and currently all they do is not make things worse. That happens even at low skill levels.

51242
DF Modding / Re: Kobold Camp Version 1.5 for DF 34.11 in progress
« on: June 23, 2012, 05:06:27 pm »
Kobolds should be able to make bows, Wyrm. What civilization has never, ever managed to make a wooden bow?
IIRC:
-Polynesians (apparently, ranged weapons aren't big on jungley islands)
-Australian abigorigenes (they have boomerangs, instead; probably not enough wood for arrow shafts)
-Mesoamericans (they have atlatls, but I've never seen mention of bows)
-Amazon (and other?) Rainforest natives (they use blowguns)
-Incas (I dunno what or why they use, but I don't think they had bows).
Besides, the idea was partly to encourage kobolds to not steal any metal weapons from other races, to encourage the useage of the "break down weapon" thing mentioned.

With a quiver full of spears. There were no survivors.
I once had a tantruming woodcutter throwing prepared food everywhere, by chance, a pie(modded) was thrown at a nearby bird, which either shot straight through it's skull, killing it instantly or somehow crippled both it's wings in one go, I forget, the corpse fell and landed on a crafter, breaking his spine.

Throwing shenanigans aside, you could replace the throwing skill used for the javelins and such with crossbow or bow, but if that keeps the 'bolds from throwing axes then whipping out a battleaxe, that would be unfortunate!
====
I had an idea in mind for a mod I wanted to make, but gave up on and may or may not attempt again, the idea was their were the evil scaly kobolds that steal everything(babies too!) and live in deserts and caves, and the not-so-evil 'cutebolds' that steal everything that isn't a baby that would work with the other 'good' races in a civ, using castes to have humans, elves, dwarves and kobolds against the icky things(goblins, kobolds, ogres and such), also made a single civ using castes.

What I'm saying is, you could throw in an equally-sized and also scalier badguy civ for the kobolds to steal and be stolen from, because the only thing worse then a kobold, is a baby stealing kobold, right?
How about a spouse-converting kobold? I think civs can use the spouse_converter tag, although I'm not sure how well it works.

And about using my ideas: It's alright, use as much or as little as you like. The idea with "cheap" weapons was that you'd be able to make multiple from a single log or whatever.

51243
DF Modding / Re: Chimera
« on: June 23, 2012, 04:53:43 pm »
It sounds a lot like the original, mythical chimera to me. Maybe it should have goatlike hooves?

51244
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 23, 2012, 04:19:29 pm »
Clearly, you are more optimistic about the ability of a group of people to make decisions than I am. :P

51245
DF Suggestions / Re: windows, magma and enemies.
« on: June 23, 2012, 04:07:18 pm »
To be fair, 'death chamber' is a pretty accurate term for what OP is proposing.
Yes, but if it only applies to horrible death-chambers intended to be entertaining to dwarves, that is both stupid AND in violation of dwarven ethics.

Quote
How would they go about implementing that, though? Pathing? Visible enemies that can't be pathed to don't scare dwarves?
Maybe enemies that can't path to dwarves that lack one of obvious ranged attacks (e.g. either a ranged weapon and ammo, or else being known by the dwarves to have a natural ranged attack, like with dragons or fire imps) AND/OR lack line of effect* to the dwarf, don't scare them.
*A term borrowed from D&D. Basically, it means "nothing that blocks projectiles is in the way." A window blocks LOE but not LOS. Thick fog blocks LOS but not LOE. A wall blocks both. A fortification blocks neither (usually). Get the idea?

51246
Sorry, guys, real life got in the way. I haven't been able to play all week. I'd say I'll update soon, but that's asking for trouble.

51247
...I think you found the trap...
Well, let's see what happens when moody dwarves turn into zombies! I doubt that they'd continue the mood, but who knows?

51248
DF Suggestions / Re: windows, magma and enemies.
« on: June 23, 2012, 03:22:42 pm »
The general idea of enemies that can't hurt dwarves not scaring them is good, but did you have to include the words "death chamber" in your post?

(Also, glass is magma-safe.)

51249
DF Suggestions / Re: Bringing back family relations
« on: June 23, 2012, 03:19:52 pm »
This makes sense, especially now that migrants are often pulled from worldgen. Speaking as someone who knows little about the code, it seems like haveing that code would make it easier to pull the citizens out of worldgen pops.

51250
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 23, 2012, 03:14:54 pm »
If "awesome" has two current meanings, it's a bad candidate for a word with a clear meaning. (It's no good making an appeal to the older meaning. There's an even older meaning than that, which is "scary". Old meanings fall into disuse. There's no authority in age.)
"Inspiring Awe" also happens to be a more-or-less literal meaning of the word.

Quote
Here's an item-by-item breakdown of my last version of the list, with an argument for each pair of words, saying why each word represents an increase in skill compared to the one before:

Spoiler (click to show/hide)

Unfortunately in the process the list got shortened to 13, because Proficient sounds like Competent and Talented and Adept both sound like Skilled.

Maybe some of my arguments are weak.

But anyway, can you make similar arguments for pairs of words on your list? If you don't think about the reason why one word means an increase in quality over the other, then it won't.
Alright, if you insist...
Spoiler (click to show/hide)

The exacts seem a bit moot, unless Toady is going to tear up the system instead of providing the tools to let US do that.

51251
DF Suggestions / Legendary Feats
« on: June 23, 2012, 02:59:29 pm »
It's possible that there are other threads on this topic that I've missed, but I did a search for every term that I could think of (legendary legendaries feat). So...let me know if I missed something.

The basic idea here is that legendary dwarves should deserve the title. Did Paul Bunyan cut trees a bit faster than mortal woodcutters? Of course not. Why should the living legends that the dwarves have be any different?

I will go through the skills, one by one, and try to think of a not-explicitly-magical legendary feat that legendaary dwarves might be able to do. The legendary dwarf will be referred to as Morul McLegendary, after the legendary Morul, who became a legend for being legendary.

Spoiler: Mining (click to show/hide)
Spoiler: Carpentry (click to show/hide)
Spoiler: Woodcutting (click to show/hide)
Spoiler: Bowyery (click to show/hide)
Spoiler: Masonry (click to show/hide)
Spoiler: Engraving (click to show/hide)
Spoiler: Animal Training (click to show/hide)
Spoiler: Animal Caretaking (click to show/hide)
Spoiler: Hunting (click to show/hide)
Spoiler: Trapping (click to show/hide)
Spoiler: Diagnosis (click to show/hide)
Spoiler: Most Medical Skills (click to show/hide)
Here come the farming skills...
Spoiler: Butchery (click to show/hide)
Spoiler: Tanning (click to show/hide)
Spoiler: Planting (click to show/hide)
Spoiler: Dying (click to show/hide)
Spoiler: Soaping (click to show/hide)
Spoiler: Wood Burning (click to show/hide)
Spoiler: Potash/Lye Making (click to show/hide)
Spoiler: Milling (click to show/hide)
Spoiler: Brewing (click to show/hide)
Spoiler: Herbalism (click to show/hide)
Spoiler: Threshing (click to show/hide)
Spoiler: Cheese Making (click to show/hide)
Spoiler: Milking (click to show/hide)
Spoiler: Shearing (click to show/hide)
Spoiler: Spinning (click to show/hide)
Spoiler: Cooking (click to show/hide)
Spoiler: Pressing (click to show/hide)
Spoiler: Beekeeping (click to show/hide)
Phew...
Spoiler: Fishing (click to show/hide)
Spoiler: Smithing Skills (click to show/hide)
Spoiler: Gem Setting (click to show/hide)
Spoiler: Gem Cutting (click to show/hide)
Spoiler: Most Crafting Skills (click to show/hide)
Spoiler: Siege Operation (click to show/hide)
Spoiler: Siege Engineering (click to show/hide)
Spoiler: Mechanics (click to show/hide)
Spoiler: Pump Operation (click to show/hide)
Spoiler: Architecture (click to show/hide)
Spoiler: Weapon Skills (click to show/hide)
Spoiler: Dodging (click to show/hide)
Spoiler: Armor Useage (click to show/hide)
Spoiler: Shield Useage (click to show/hide)
Spoiler: Bureaucratic Skills (click to show/hide)
Spoiler: Teaching (click to show/hide)
Spoiler: Student...ing (click to show/hide)

That should be about all of them!

51252
DF Suggestions / Re: Trivial Suggestion - Local Time Clock
« on: June 23, 2012, 12:06:42 pm »
In addition, historical calendars have started in spring.

Also, just to point out: On Krynn, the Cataclysm happened a few days after Yule. Since they also backdated the calendar to the year of the Cataclysm, it seems probable that the calendar's start date was changed around then, too.

51253
DF Suggestions / Re: Worldgen Slavery Refinement
« on: June 23, 2012, 11:57:54 am »
First off: Well-thought-out.


Second off: LEt me post my thoughts on each of your eight points separately.
1. Sounds like something that will occur eventually. Don't forget about gladiatorial arenas--they were historically filled with slaves that, for some reason, were sent there instead of to the fields or whatever.
2. Sensible.
3. Pretty sure it's planned.
4. Probably will be tied in with the personaity update, retroactively most likely, as slaves aren't likely to be fiddled with until they're more than "Some people you can run into in Adventurer Mode," say when you can start human or maybe goblin forts, or when adventurers interact with the economy better.
5. Only as much as any ethic. Why would slavery be the only thing that people have differing opinions on? If it's acceptble, few people should argue; if it's a personal matter, most think it's fine, but some don't, and many who think it's fine would not want to touch it themselves; etc. If murder is a personal matter and slavery is acceptable, why would there be people protesting slavery but not murder?
6. Races should have cultural, metals, magical, and physical strengths and weaknesses. I'm not sure that a kobold raised in kobold society would be much use except as a hauler, pet, or maybe servant, but a couple generations and farmers would be possible. (I doubt that early kobold slaves would be good bone-carvers; they'd probably eat the bones, the little [BONECARN]s.) Similarly, while it would be impossible to get an elf-raised elf to chop down a tree, their great-grandchildren, who haven't had any contact with normal elves nor seen an elven grove, would probably be fine (unless they lacked the upper body strength). And so on.
7. Slaves have scars. The rest would be in place for unruly slaves, which would include recently captured slaves who haven't "broken," less-intelligent creatures like kobolds (how will you get any kind of agreement out of them if they don't even speak a language?), and naturally-beligerent creatures like dwarves and goblins (at least until that's bred out of them...) Well-behaved slaves would be able to walk around more or less freely, as their master's demands require, although they would be punished for wandering away when their master doesn't want them to.
8. Most of those are fine. Wars (or at least raids) for slaves might be possible, if the civ REALLY needs labor. It'd be easy if the civ has access to savage areas or animalman-infested caverns, or a kobold-filled cave. Non-slaving races might be willing to sell, say, captured goblins to humans.

51254
Water's useful for that, although you might have a surplus of obsidian.

Back on topic: There should be some way for dwarven justice to accuse someone of a crime without evidence of the crime. If a dwarf is found dead, there's not really evidence of murder, and if the murderer disposes of the body by, say, chucking it into a fire or the caverns (behavior that should eventually occur), there needs to be some way to accuse and punish a dwarf anyway. And, of course, you should be able to accuse and punish a dwarf for no reason at all, once the other dwarves and civs will react appropriately (e.g. stealing weapons and killing the leaders of the fortress, or having the fortress guard rebel if the CotG loses someone they love to this perverted "justice").

51255
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 23, 2012, 11:31:04 am »
Taking some of these ideas into account, how about something like:

Unskilled (0)
Poor (1)
Bad (2)
Acceptable (3)
Competant (4)
Decent (5)
Average (6)
Proficient (7)
Above Average [8]
Excellent (9)
Impressive (10)
Renowned (sp?) (11)
Awesome* (12)
Master (13)
High Master (14)
Grand Master (15)
Legendary (16-19?)
Perfect (20?+)
*"Inspiring Awe" was the original meaning of "Awesome," before it became used to mean "Better than average!"
Renowned, High Master, and Legendary would have the same notes as above.

-----

Of course, the best solution would be to replace the things like "Talented" and "Professional" with skill-related descriptors, put everything into the raws, and make "Legendary" really MEAN something, ideally also adding talent, professonalism, etc, back in (perhaps as a (hidden?) bonus to skill which may be hereditary, and enjoying the job, respectively).

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