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Messages - GreatWyrmGold

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51676
DF Suggestions / Re: Skill bleeding
« on: June 02, 2012, 07:41:13 pm »
Also, glassblowers would probably learn how yo operate furnaces without paying much attention to them, a skill that would likely be useful for potters and perhaps smiths.

51677
Indeed. I imagine him as being kinda like Zeus or somesuch, as far as love life goes. You know, cheating on the goddess of marriage, bearing demigods, etc. Maybe that's why non-dwarves worship him.

I'll probably have an update once my computer's internet is working.

51678
Well, there's no economy now, but, um...

51679
DF Dwarf Mode Discussion / Re: Are crossbows still overpowered?
« on: June 02, 2012, 06:33:00 pm »
Crossbows let you hurt and hinder enemies before they can reach you. That's useful.

51680
DF Dwarf Mode Discussion / Re: Uh... what?
« on: June 02, 2012, 06:13:14 pm »
Kobolds are 2/3 the size of a dog and four times the size of a cat. It's possible that this is normal behavior...

To the object testing arena!

51681
DF Dwarf Mode Discussion / Re: Stairway is gone
« on: June 02, 2012, 06:09:56 pm »
Did you d-z near them, ever?

51682
DF Modding / Re: JDwarf
« on: June 02, 2012, 06:07:32 pm »
Removing ghosts is easy. Just give dwarves cannot_undead.

51683
Thanks for the info, i2amroy. Knowing is half the cliche, after all.

51684
DF Dwarf Mode Discussion / Re: Stairway is gone
« on: June 02, 2012, 06:00:35 pm »
Did you accidentally remove the stairs? That's happened to me before.

51685
FYI, I've had success without adventure_tier or anything, just indiv_controllable and the creature.

51686
DF Suggestions / Re: Good regions being painfully good
« on: June 02, 2012, 05:52:12 pm »
Tell me, is good more reclusive and hateful of outsiders, or more loving and friendly to them? If the latter, you should see the issue; if the former, we need to work on agreeing on what good is first.

Also, while I can see good lands hindering hunting, why would they impede farming? Plump helmets and prickle berries are as native to good caverns and fields as neutral or even evil ones.
Finally, once again, most of this stuff we're suggesting would be useful once spherey biomes are in. Even the ones I don't like--many would be good for the vengeance sphere or something.

51687
DF Modding / Re: The weaponized bee thread
« on: June 02, 2012, 05:47:03 pm »
Or add that crazy-ass killer japanese giant hornet with the flesh-melting venom. No kidding.

Or add the Japanese honeybees' defense: Covering the hornets with waves of bees and vibrating their abdomens until the hornets die in the heat. Also no kidding.

51688
The closest thing I would "like" relating to this is the ability to designate "ceilings" to be created from the floor those ceilings are for.

Meaning, in DF terms, that I want to build floors that are 1 z level higher than the dwarf building them.  No need for scaffolding when all you're trying to do is build a ceiling, and it would make cavern room building easier, too.
That sounds good.

And for scaffolding: Up/down stairs work well.

51689
DF Suggestions / Re: "I'm Hungry!"
« on: June 02, 2012, 05:38:23 pm »
I've never been so tied up in one thing to not see a single dwarf go past. If you're so busy looking at your walls being built or something that you don't see the poor masons dying of thirst, maybe you should be more aware about your dwarves. Do you also want the game to warn you whenever a pack of badgers shows up? After all, a poorly-timed group of badgers can also end a fortress. Or how about whenever water goes somewhere near a dwarf, possibly signaling a flood (which not only kills the fort but heavily impedes reclaim efforts)? Maybe it should pause and rec enter each time awolf comes near a dwarf? Oh, I know, maybe you need to be warned when a miner's about to channel, in case you release a weight-bearing wall into the middle of your dining hall? What's the lower limit of risk and inattentiveness before we don't add an announcement?

And new posts are nice, they make it so people can tell you've responded.

51690
DF Suggestions / Re: Syndromes Adding and Removing Bodyparts
« on: June 02, 2012, 05:21:59 pm »
I'm 99% sure that that's BS.
Once all the tags are allowed for adding tags, you could add the BODY:X tags for addition. Not sure how one's remove BPs, though.

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