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Messages - GreatWyrmGold

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51541
DF Dwarf Mode Discussion / Re: Breeding intelligent creatures?
« on: June 10, 2012, 10:23:52 am »
Tamed intelligent creatures should breed. I recall that Masterwork has a dwarven caste which can be bought tame that gives birth to dwarves. Useable dwarves.

51542
Pretty much. Non-war animals just kinda run from enemies unless cornered.

51543
What would make me stop playing DF?
If it turned into a pseudo-generic adventure/building game.

Pseudo-generic strategy would still be fine. DF is just that awesome...and I like strategy games.

51544
DF Suggestions / Re: Smooth & Engrave Wall - Different Skills
« on: June 10, 2012, 07:01:41 am »
You could train your engravers by engraving more. There are plenty of unimportant walls and floors in any fort to practice on.
Brilliant! "Oh, no! My legendary engraver died! Urist McSmoother, go smooth the caverns so I can train a new engraver!"
To say nothing of the jump in created wealth.

As for the skill merging suggested,
...
A lot of these skills are set for additions in the future, such as siege engineering getting more kinds of and improved siege weapons and wax working for making candles for lighting, or having their products being made more useful such as fertilizers from potash making when farming gets reworked, so changing them too much beforehand would probably be a lot of unnecessary work.
There's still A. a lot of skills that have one, clearly-defined use (like Milking, Lye Making, Potash Making, Soap Making...mostly farming skills), and B. a lot of skills with similar techniques (like animal/fish disscection and maybe fish cleaning and butchery) or which would logically be used together (lye/potash makers could be rolled into "ash proccessors," cheese makers and milkers could be rolled into "dairy farmers," etc). Unless lye making is going to have enough new uses in the future that are distinct from the new uses potash making is going to have, they should be merged.

51545
DF Suggestions / Re: Wheelbarrow for the Workshop
« on: June 10, 2012, 06:46:33 am »
I agree. There's a bunch of things wheelbarrows could be useful for but aren't, because they're underimplemented.

51546
DF Suggestions / Re: Directed Surgery
« on: June 10, 2012, 06:42:19 am »
Especially if we could make the original, what the movies made it out to be, and anything it between. Or anything else we could imagine, like golems. Or the corpse of a giant war tiger, who had its head and foreleg torn off by a dragon, with a dying master marksdwarf and an iron foreleg attatched to make a mighty warrior...

51547
DF Suggestions / Re: Sphere-based Biomes
« on: June 10, 2012, 06:37:23 am »
Jake: While individual buildings, towns, temples, shrines, etc, having sphere effects sounds neat, but actual sphere-based biomes would still be a good idea. Otherwise, every embark in a forested biome would be more or less alike.

I don't see that as necessarily a bad thing, as if the player can go out and find these special biomes easily every time they embark then the novelty's going to wear off pretty quickly. In fact, I'd add an init option to make some or all of them invisible when searching for an embark site, as well as a worldgen setting for how often they show up.
I still think that there should definitely be biome-sized areas aligned with spheres. Smaller areas would be neat, too.

Jake: While individual buildings, towns, temples, shrines, etc, having sphere effects sounds neat, but actual sphere-based biomes would still be a good idea. Otherwise, every embark in a forested biome would be more or less alike.

I don't see that as necessarily a bad thing, as if the player can go out and find these special biomes easily every time they embark then the novelty's going to wear off pretty quickly. In fact, I'd add an init option to make some or all of them invisible when searching for an embark site, as well as a worldgen setting for how often they show up.
I don't wanna embark on a site only to later find out that it has a particularly difficult area effect. Instead I wanna be able to look for the difficult effects explicitly, and embark on them as a challenge. Furthermore, the magical effects of a region should be knowable from a scouting mission. So I posit that embarking should show you what sphere and area is aligned with. In adventure mode, locals should talk about nearby sphere aligned biomes. And not so nearby ones, because magical areas like this would probably be a cause for conversation and rumor mongering.
Good points and ideas. I'd like to point out that being able to locate these biomes would also be good for players who want an extra challenge.

51548
DF Suggestions / Re: Dwarven Fire
« on: June 10, 2012, 06:33:57 am »
There are plenty of other threads here about Greek-Fire, and Explosives, and Gun powder.  That is not the proposed topic here, the point is to be able to generate enough HEAT to cause ignition in the other Flammable Items already existing in the game.
We're not limited to one, narrow topic of discussion per thread.

Quote
I hope you understand my doubt. A: Coal has impurities. It's not all carbon. B: If no one did it until the 1800s, there's probably a reason for that.


If we did, somehow, get pure sodium, it'd probably be sprinkled along the ground indoors. I seem to recall that the human body has enough moisture to set off some alkaline metals; if not, or if the goblins wear shoes, there might be dew on the ground to set off the trap. Obviously, dwarves would need to wipe their feet before entering...

I don't take any hard feelings to your concerns.  I also don't expect Pure sodium, and I don't expect it to be explosive.   Sodium burns energetically, and at a high temperature, when in water the rapid shift in temperature suddenly flash boils the water into steam it acts like an explosion yes because the turbulence and air flow take part of the sodium with it expanding the area and affect of the reaction.

And you are exactly right, as a less pure substance it should be less reactive, and therefore less explosive. Thus more stable for storage, and limited in applications to merely causing stuff to burn than explode.
I'm still having trouble seeing sodium being exracted at all, because the only method anyone's pointed to is out of dwarven reach by a few centuries.

What about that ottoman thing mentioned?

Rock pot + clay + fast reacting metal as a thrown weapon (thrown from another weapon, sadly.)

"The spinning clay bomb strikes the goblin in the face, bruising the muscle! The goblin is caught in a burst of boiling <metal>!"
I believe you mean rock or clay pot + any kind of explosive. Still amusing.

51549
DF Suggestions / Re: Aquifers - a suggestion
« on: June 10, 2012, 06:21:10 am »
What are some realistic ways to deal with aquifers? Other than avoiding them.

It seems realistic to me to be able to pump out aquifer water and build walls to keep more from coming in.

51550
DF Suggestions / Re: Dwarven Fire
« on: June 09, 2012, 09:47:48 pm »
Quote
It seems to me that nobody has opened the subject of Greek Fire yet. Let me do my take on it. Greek Fire is an isolated case and I don't think it should be in the game, purely because we have yet to understand what exactly comprises it.
Greek-style fire might be possible, if Toady cares to take a stab at guessing how to simulate something that we're not really sure how to make now.
Yup. Nothing at all.
Greek-style fire != Greek Fire, just saying.
Dwarves != Greeks. Assuming Toady guesses the right formula for Greek fire, anyways...

51551
DF Suggestions / Re: Directed Surgery
« on: June 09, 2012, 09:35:44 pm »
Just think, if we could direct our dwarves to cut a dwarf in half and chop the head off a horse, then sew the two together, we could create dwartaurs! It would be a majestic new age in dwarven genetics! The elves would learn to fear the clop of our dwartaurian armies marching (trotting?) forth!
Are you being sarcastic? I can't tell.
Anyways, big issues. Dwarves die when cut in half and horses die when decapitated. So, those would need to be completely different things from normal medical work, or at least would have absolutely no concievable purpose that doesn't violate dwarven ethics until such mad science is implemented.

And, just to point out, Mary Shelley's Frankenstein's monster was not sewn together from corpses. It might have had some bits from corpses (including animal ones!), but overall it's implied that the process was more alchemal in nature. This seems better for dwarves--nothing like that nasty, unthinkable torture involved.

51552
DF Suggestions / Re: Sphere-based Biomes
« on: June 09, 2012, 09:31:44 pm »
Bulwersator: The problem is, DF isn't a basic RTS or whatever that can just go, "Hm, the dwarves have 17 axedwarves, 13 hammerdwarves, and 20 marksdwarves with a total attack of 210 and a total defense of 180; the goblins' troops have a total of 1,035 attack and 830 defense. The dwarves each get +80 attack and +50 defense." You'd need to figure out which side is weaker, and to be unable to fool it my having each dwarf come out one at a time to get the bonuses. You'd need to account for skill, gear quality, backup animals, and all of the hundreds of other possibilities that may affect one side or the other (dwarves can go into martial trances, necromancers can raise corpses for more soldiers, many mods add critters much more powerful than mere dwarves, etc). THEN you'd need to define the bonuses given. It's a pretty hard task.

Jake: While individual buildings, towns, temples, shrines, etc, having sphere effects sounds neat, but actual sphere-based biomes would still be a good idea. Otherwise, every embark in a forested biome would be more or less alike.

51553
Yeah, except for the snatching.
Although the mother doesn't seem to mind, and the baby is in fact ecstatic about being "free."

Updated OP. Finally.

51554
DF Modding / Re: Community Mod
« on: June 09, 2012, 04:50:14 pm »
This is an even better idea than the title made it sound! Sign me up, please!

Would you mind PMing me when it's my turn? Maybe the same for everyone else?

51555
DF General Discussion / Re: On the clothing of children
« on: June 09, 2012, 04:16:26 pm »
I don't worry too much about clothes. I just loot them from the dead. If there aren't enough dead goblins to go around, I have plenty of clothes from dead dwarves. If that's not enough?
I have a special job that provides a dwarf's worth of clothes, and also reduces the amount of supplies needed to feed and house the dwarves.

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