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Messages - GreatWyrmGold

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51271
DF Modding / Re: Kobold Camp Version 1.5 for DF 34.11 in progress
« on: June 20, 2012, 09:33:45 pm »
Soils are already their own template...?

51272
DF Modding / Re: Community Mod
« on: June 20, 2012, 09:31:19 pm »
We are not to modify dwarves at the present time. This may change.
I was thinking of making a completely different race.

Like the dwarven castes in Deon's Genesis mod?
There's so much one could do with that.
More or less, but mostly cosmetic/minor changes between races. Maybe criminals would have a dagger that they always have, and MAYBE gully dwarves would have a couple of minor powers, but that's it.

I think I should get to work once I have some time, in case I can't find time later.

51273
DF Modding / Re: Possible solution to making bone in a reaction.
« on: June 20, 2012, 09:23:19 pm »
Can you post an example of a material/reaction/creature/etc that this would work with?

51274
Ethics for eating sentients are supported in Fortress Mode. Adventurers are too snotty to eat sentient flesh, unless they're hungry or butchered the sentient when they were.

51275
DF Gameplay Questions / Re: Vamp is mining super slow.
« on: June 20, 2012, 09:04:02 pm »
I'm not sure if that's true, but if so, it's not helped by the fact that vampires also need alcohol to drink, to avoid slowing down. They can't drink alcohol. Do the math.

51276
Keep the berserk dwarf as a pet.
Your mayor could find an...unfortunate accident waiting for him/her.
You don't need to fit the word "dwarf" into every word relating to dwarves somehow.


The idea is fairly good. I'd add the caveat that they need to somehow be non-members and/or enemies of the fortress, like vampires or crazies. (Nobles don't count; what noble would order his own death? Aside from those human law-givers who would do that sometimes in older versions, but that was a bug.)

51277
DF Suggestions / Re: surrender and will to live?!?
« on: June 20, 2012, 08:54:28 pm »
knutor is either a troll, or he's completely disconnected from the DF's community's feelings* AND the info being posted in the devlogs. I suggest we abandon this thread. Let knutor rave all he wants; if no one replies, the thread will die.

*Seriously, who is in such need of goblinite that they'd risk the lives of well-trained soldiers instead of just, say, making more mugs or selling goblin clothes or something? And, if you could correct an AI flaw that was ruining your game by adding eight characters to a semi-precise spot in the raws, wouldn't you?

51278
DF Suggestions / Re: Making bronze colossus
« on: June 20, 2012, 08:41:10 pm »
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Also, small =/= short, small == less volume.
Yes, and to have less volume the armor could either be made for skinnier creatures or shorter creatures. The fact that dwarves are described as "stout" means that they aren't skinny, so the only logical conclusion is that humans say their armor is "small" because it is made for dwarves, which are short.
There you go!

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Why are you discrediting the raws, to start?
Because the raws aren't really a part of the actual game, there aren't hidden stories in them. Just look in Skyrim's data files for example, there are tons of quests and stuff that got halfway done and then were canceled or changed, but the stuff stayed in the raws. For example, there's an unused line of dialogue for the guards that states Queen Elisif died, when she doesn't. If the makers of a game want to establish part of the story, they'll state it in-game, not in the raws.
"Hidden Stories?" What do you think I'm saying? And "not part of the actual game?" The raws DEFINE the game. Without the raws, dwarves wouldn't be short, plump helmets wouldn't be brewable into wine, elves wouldn't care about wood, dragons wouldn't breathe fire, adamantine wouldn't be sharp, silver wouldn't be dense, platinum wouldn't be valuable, goblins wouldn't be evil, kobolds wouldn't be small, cats wouldn't hunt vermin...and so on. The raws ARE the game, the rules of physics, the things that make DF what it is. In short, the raws are as good a source of information about what makes a bronze colossus tick as the code of Skyrim is for figuring out the HP of, I dunno, iron golems or whatever golemmy critters Skyrim has.

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I don't think so, but if so make a magma pit and dump a BC and adamantine into it. Please report your results.
My current fort is an above-ground one, and I'd rather not make a new one just for that. Do you know if I could somehow spawn adamantine wafers over the lava pit in the testing arena instead?
Adamantine swords are easier to make in the arena.

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You were hypothesising what would happen if adamantine was in a realistic mantle, which is more or less what you critisised me for doing. And, again, I'm not going by the rules of the real world, just those I see in DF, and I offered an example of exactly what I meant.
Yes, but in Dwarven Physics it is possible to melt adamantine without putting it on the sun by simply using a magma smelter. You started the whole realistic physics thing by trying to come up with a realistic way to smelt or reshape adamantine, and I came up with a realistic reason for how adamantine wouldn't behave that way.
So, wait...by explaining your physics issue, and the issue you came up with for why that wouldn't work...let's keep this from devolving further. We both made good points. Let's focus on BCs. (See my post explaining such things as how raw and processed adamantine are different for what I was considering bringing back up.)

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Erm, neither a few adamantine-armored soldiers nor a bronze colossus makes one invincible. Bolts can pierce armor, and dragons can melt BCs (leaving no adamantine armature), so saying "Adamantine == invincibility w00t!" or some more dignified version of the same is fundamentally flawed.
I'd like to see a screenshot of a combat log in which adamantine armor is pierced by one of the iron or copper bolts that unmodded goblins bring. And I didn't literally mean your fort would be indestructable, I just said that once you have a couple legendaries equipped with candy stuff, each capable of taking on an entire siege single-handed, for all practical purposes you're invincible.
I haven't had adamantine armor or goblin sieges (plenty of ambushes though, lucky me), but I have heard of such reports from reliable sources. And, as for the other point, if having nigh-invincibility can be at the cost of some adamantine and some well-trained dwarves or at the cost of some adamantine, dozens of other metal bars, a dwarf, labor of some other dwarves with legendary skills that are hard to train, and so forth, I'm definitely going with the first option. Thus, there is still an obvious choice; thus, there isn't any need to think "Is this situation one where I should make a bronze colossus or not?" Thus, the original issue is still present.

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What part of "Cage Trap" do you not understand? And how much of your food supply is cat-based, anyway?
Oh, you mean to put the cat I'm using as bait behind the cage trap. But that still won't work, seeing as I cannot afford to deprive the hungry by not immediately sending a cat to the butchery upon its birth. And you'd be surprised at how much cat meat I have in Fortress. Really surprised. Until I wall in half my map to create a courtyard (I usually do that at around year 5 or 6), I don't keep any grazers because the goblins just end up killing them all. I've never really tried making underground pastures.
Replace "cat" with "soaper," then.

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Really? Wow, I'm surprised. Mostly, I argue with people I don't have a chance of convincing. Thanks for being able to change your point of view. (Unless you were being sarcastic, which is a faint possibility, in which case try to make it more clear next time.
You'd know if I was being sarcastic. I'm not exactly subtle about it.
Same here.

10ebbor10: You brought up most of my points, but I didn't read your post until I had typed the above.

What Toady said:
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Bloat42, AUTOMATONS, (Future): Automatons could be created, but it's campy to overdo it, at least in the standard world model. An artifact creating dwarf could make special automatons.
Personally I like the idea of it being a special event rather than having a bronze colossus factory set up. The whole artifacts with random magical properties would do the job nicely.
Agreed, I like the idea of this being a special event. Even with absurd material requirements, being able to make them on-demand would be kinda boring.
Also, automatons created by macabre or fell moods should be hostile. Think 'mad science monster turning on its creator'.
Pretty much any automation useful as more than a toy or novelty or pet or something should require some significant event to obtain, like a strange mood, or finding some kind of ancient secret-bearing slab, or defeating a bronze colossus (one creation per colossus?, likely involving some kind of gem incorporated into its body), or something.

Corai: Magic. Imagine a typical skeleton mook. Now imagine an artifact version of it.
Now imagine a bug that makes it out of hair or teeth...oops, bugfix time?

51280
DF Gameplay Questions / Re: Death smoke from magma forge/smelter
« on: June 19, 2012, 08:29:20 pm »
What were you doing at the time?

51281
DF Suggestions / Re: Making bronze colossus
« on: June 19, 2012, 07:59:02 pm »
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"A stout creature fond of drink and industry." And yes, I know what you mean, but A. using the same two resources you tried to discredit, I showed that dwarves could be tall and beardless, and B. it varies by dwarf, with few dwarves I've seen being short.
I don't quite understand what you mean. The only resource I tried to discredit was the raws, and the descriptions (which are in-game) describe the dwarves' beards and in adventure mode you can see that dwarves wear "small" armor. The game, which is the one resource I don't discredit, rather obviously portrays dwarves as the short, little bearded drunks they are.
Why are you discrediting the raws, to start? Also, small =/= short, small == less volume.

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That's what happens in DF. Dump an adamantine wafer into your volcano or magma pit, and see what happens. You're all for experimentation, with the only canon being what actually happens in-game, so try it! Also drop in a bron ze colossus to see if it leaves behind an adamantine armature.
Correct me if I'm wrong, but dropping items down a volcano or letting them fall into the magma sea and hit the molten rock makes them disappear, regardless of whether they are magma-safe or not.
I don't think so, but if so make a magma pit and dump a BC and adamantine into it. Please report your results.

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Now who's hypothising about what would happen IRL? And no, since raw adamantine is A. not purely adamantine strands and B. not under that much pressure, as a dwarf can dig a hole right next to one in the magma sea and not et flooded with pressurised magma.

In real life I don't think there are giant spires of adamantine down in the asthenosphere. And "not under that much pressure"? The weight of the entire crust is pushing down on them. The fact that a dwarf can dig right next to it and not get flooded only further supports my point, which is that adamantine wouldn't being partially molten under extreme heat, but rather stay impossibly hard and immoveable. And raw adamantine probably doesn't have much impurities in it, because there aren't that many materials that could stay solid so far down into the earth.
You were hypothesising what would happen if adamantine was in a realistic mantle, which is more or less what you critisised me for doing. And, again, I'm not going by the rules of the real world, just those I see in DF, and I offered an example of exactly what I meant.

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What's your point? If I had to choose between a bunch of legendary dwarves armed with adamantine, plus all of the other things I could make with dozens of bronze bars and stuff, and a bronze colossus, the choice would be easy. I'm not sure if it would fall towards "An invincible super-soldier!" or "An army of nigh-invincible soldiers!", but it would be one or the other. Not "Hm, I wonder, if I make a BC I'll have to do X to make sure it doesn't turn, but the results may be worth it..." or something.
Once you get admanatine stuff you're pretty much invincible anyways, I'd just build a colossus or ten for the hell of it. If you want to talk about making the game still have some sort of challenge other than not breaching into the clown house, make a separate thread about that.
Erm, neither a few adamantine-armored soldiers nor a bronze colossus makes one invincible. Bolts can pierce armor, and dragons can melt BCs (leaving no adamantine armature), so saying "Adamantine == invincibility w00t!" or some more dignified version of the same is fundamentally flawed.

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No, no, no! Catch a BC, release it onto the goblins, use cats to bait it back onto a cage trap! Do I have to think of EVERYTHING for you?
Wouldn't using a cat as bait be wasting precious food?
What part of "Cage Trap" do you not understand? And how much of your food supply is cat-based, anyway?

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Danger =/= use lots of resources. And, like I mentioned, handling a potentially-ready-to-snap BC (whether by "tricking" it to only be near things you want it to kill when it's out, or by placating it somehow) would be a challenge, and certainly not "impossible to overcome." On the other hand, with getting adamantine, the only challenge is not mining out the one stone that...spoilers. If you can get enough adamantine without spoilering, you make a siege-busting bronze man of doom; if not, you break your fortress. It's like Minesweeper, except you lose more than a couple minutes of game if you choose the wrong square. But if you succeed, you have a nigh-undefeatable soldier! What Fun...risk your entire fortress for a way to protect it forever! What any system that hands you a "Defeat Siege" button like that, you need more of a challenge than "Don't spoiler the adamantine until you get enough, then you're golden. Maybe you should try building a big middle finger to pass the time until the next release."
Fair enough, you've convinced me.
Really? Wow, I'm surprised. Mostly, I argue with people I don't have a chance of convincing. Thanks for being able to change your point of view. (Unless you were being sarcastic, which is a faint possibility, in which case try to make it more clear next time.


51283
DF Suggestions / Re: Why are all curse's bad?
« on: June 19, 2012, 07:40:39 pm »
Perhaps some gods would be of the "One person angers me? RAZE THE TOWN!!" variety and others would be of the "Laser-Guided Vengeance" variety. While there are examples of big-time overdone vengeance, there are also examples of much more exact measures being taken. Even the biblical Flood--virtually the poster child for overkill vengeance--was actually carefully directed, as the things God wasn't angry at were saved.

51284
DF Suggestions / Re: surrender and will to live?!?
« on: June 19, 2012, 07:22:58 pm »
Why do people assume that "People run away from major danger" == "Dwarves will run the moment they see enemies?" Why do you think half the militia will run when they see a siege? If half the militia breaks, something probably just killed or crippled the other half, and so any competant military leader would order a retreat to save the survivors. And why must every creature that enters the map hostile die? Is victory insufficient for you?

51285
DF Suggestions / Re: Prophecy
« on: June 19, 2012, 07:09:38 pm »
I think you're being a little too negative, GWG. It's reasonable to point out that there are many possible permutations of prophecy that wouldn't work well in the game, but it's no reason to ignore the ones that could. I should make it clear that creating "real" prophecies and proving that a prophet was right all along is not the aim of the suggesion at all. It's not the "point" you're after, as ebbor explained. As mentioned in the op the aims are plot, genre and fun. Fun is no doubt the most important aspect but I put it at the end because it's subjective and I don't want to suggest that this would be the best thing since the z-axis. And fun is really just a result of plot, anyway.
I'm still a bit fuzzy on the point of prophecies that have no promise of being fufilled before the bones of everyone alive at that time are dust. Can you think of a fairly-well-known example of that in fantasy works?

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So let's get back to your classic example of the kid forecast to kill his dad. I don't agree that it would be too problematic. As I see it, there should be two main ingredients to the prophecy. Is the prophecy something that you could only know by supernatural means? "Hai guise, I divine that if you knock down that support, the ceiling is going to fall on your heads and you'll all die." That's not a prophecy, it's logic obviously. The other important ingredient is that the predicted outcome is possible. The chance of it doesn't matter so much, just that it's possible. For example if you have a prediction that a son will soon kill his father who already peacefully died years ago, it's problematic. Your classic example ticks both those boxes so long as it was made early enough in the childs life for it to be supernatural knowledge. If the prophet waited until the son was a 20 year old violent drunk with a grudge against his father, it's not so amazing to predict that he'd kill him. Making the prediction before conception or birth or while only a child is fine though.
Once you confirm whether it's a prophecy and whether it's possible you just need to list what could happen. In this case lots could happen.
- prophet is ignored, killed or exiled (this option is not mutually exclusive with any of the following)
- the king decides to be celibate and never have children (bonus possibility for war of succession later because of no clear heir to the throne)
- the king sends his son far away and forbids him from visiting (bonus possibility of son being kidnapped, does the king pay a ransom or attempt a rescue)
- the king imprisons his son (you decide to try and free the prince with your adventurer)
- the king kills his son (distraught mother poisons the king, arguably the son caused the kings death)
- the king raises the child normally despite the prophecy
With a little imagination and five minutes I've come up with a handful of options and just some of many examples of plot opportunities arising from them. In none of those does it matter that the child actually kills the king. It doesn't really matter that the prophecy is realized or not, that's not the aim. Intricate prophecy which seems to predict one thing but ironically means something entirely different while still validating the ancient poetry with all it's seemingly contradictory clauses like many you find in the books is not the aim. Having prophecy in the game, partly for its own sake and partly (more actually) as a driver for plot is the the point. If that's not enough reason to add it, then that's where we differ in opinion.
Does a prophecy that only MIGHT be fulfilled count as a prophecy, or merely something said by a chartlan? Not that that shouldn't be present, but unless a prophecy has some magical weight, there's not much reason to call it such.

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I do agree that there at least should be some prophecies that are specifically put in just so that they are fufilled. That sort of thing would be best settled in worldgen. "In the year 4 it was foretold that King Urists' son would kill him. In the year 5 Prince Urist was born. In the year 5 Prince Urist was sent away to live with the elves by King Urist. In the year 30 the elves of the Flowery Skunk lay siege to the Dwarf Fortress Unlucky Births. The conflict was caused by a dispute over logging quotas. The attacking force comprised 30 grizzly bears and 400 elves, led by Prince Urist. The defenders comprised 50 dwarves led by King Urist. In the year 6 the Flowery Skunk defeated the dwarven defenders and sacked Unlucky Births. King Urist died in the fighting." Just a poor example of what it could look like in legendsmode.
I hope Legends Mode will look better eventually, but I get your point.

Maybe Urist McLaius doesn't need to be killed by his own son. One of the reasons why the Oracle of Delphi, and Nostradamus, even, were so successful was because their prophecies were vague. "his son" might mean something like "one of his people" or "a younger male close to him" or "one of his Twitter followers". Once you look at it that way, the prophecy becomes much more likely. Urist McLaius might be killed by Urist McRobespierre and his merry gang of coup d'etaters, or maybe Urist Mc@Laiusfan1995 accidentally drops a rock or pulls a level and accidentally the whole king. The possibilities become endless, but there would still be a criterion, obviously.
The thing I'm getting at is that the criteria need not be so clear-cut. That's what makes prophecies so prophetic in the first place. Nostradamus, for example, didn't say, "Guys, in September 11, 2001, the WTC will be by planes! YES! THE WHOLE WTC! PLANES!" Nostradamus said some vague shit about towers and metal and fire. For a long time people thought he was talking about the Blitz, but now apparently it's about 9/11. Come another disaster, it's going to be about that. Same with DF. I think we should have intentionally vague prophecies as well. You guys get what I'm getting at? I think that would be a bit harder to code though...
Ideally, if vague prophecies were implemented, something would be added to worldgen to make things like the prophecy predicts more likely. If Urist McLaius gets killed by goblins before he can be killed by his advisors or Twitter followers or whatever, that'd be sorta dumb...unless the Urist McOedipus then destroys McLaius's legacy...
Maybe kings and such could be able to request a spell preventing their death by all but one means? That would be neat to see, and the code would be useful for prophecies.

McLaius hires an adventurer to kill his son, the adventurer then beats McLaius to death with the son's corpse :)
Heh, that's funny.

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