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Messages - GreatWyrmGold

Pages: 1 ... 3446 3447 [3448] 3449 3450 ... 3706
51706
DF Suggestions / Re: Let's Discuss Interaction Improvements
« on: May 30, 2012, 06:57:12 am »
Hm, somehow that gave me an idea for some more secrets to add.
Spoiler (click to show/hide)
...I thought I had more ideas than that. I'll try to think of one or two per sphere later.

I also think the procedurally generated interactions should have more variation. For instance, some necromancers raise zombies without [NOTHOUGHT], some raise zombies that are fast but flimsy, some raise zombies that can infect others via bite; evil mists could create strong husks (although ideally not as though as they are now), or swift skeletal creatures (the muscles and fat and stuff would sorta rot off, leaving little but skin and bones), or bloated ones that explode into a cloud of evil mist; and so forth.

51707
DF General Discussion / Re: The update from a couple days ago
« on: May 30, 2012, 06:35:22 am »
And no more waterfall-jumpers. What's next, brokers tradind when you want them to? Marksdwarves not hitting enemies with crossbows?

51708
DF Suggestions / Re: Boats
« on: May 29, 2012, 09:16:17 pm »
Well, how is it better (or different) in any way that a normal screw pump? Direction, I guess.

The whole "also desalinizes" being the reason for existance is a poor idea. I imagine that the desalinizing effects of pumps will fade once we have ther methods to do so.

51709
DF Dwarf Mode Discussion / Re: Getting rid of item weights?
« on: May 29, 2012, 09:07:47 pm »
You can reduce the density of stone, but that's about it.

51710
DF Dwarf Mode Discussion / Re: Human Law-Giver sabotaging my fort.
« on: May 29, 2012, 09:04:58 pm »
It's not the GCS-venomed blowdart. Even if the ghost-child could pick up stuff, and did poke a bunch of dwarves with it, GCS venom causes paralysis, not drowsiness. The biggest difference is that you can breathe while sleeping, unless of course you're attacked by a GCS while asleep. Which does happen.

51711
DF Suggestions / Re: Good regions being painfully good
« on: May 29, 2012, 08:47:58 pm »
Quote
So...it mind-rapes you into not minding that you're being eaten, and mind-rapes some nearby herbivores into eating you? How is that in ANY way good?
Carebears
...?

I think people in this thread should focus less on what the definition of "Good" is, and more on what would be cool to have in the game. A rehash of evil regions, but candy flavoured would make a nice mod, but I think the game deserves more.

Evil regions are cool without good regions. What would make "Good" regions cool without evil regions?
Stuff like healing mists and ressurection, which help dwarves but also indiscriminately help their enemies. How's that for cool?

51712
DF Suggestions / Let's Discuss Interaction Improvements
« on: May 29, 2012, 08:44:07 pm »
My hopes are that, due to the general nature implied in the title, this thread will be a thread where everyone can put all of their idea for improving interactions in one place to avoid Footkerchief's wrath. And to save him time, too.

I'll start with some of my ideas, in no particular order.

Spoiler: Healing (click to show/hide)
Spoiler: Interactions and Items (click to show/hide)
I had some other ideas, but I can't remember them.

51713
You could only get flaming-sock-firing blowguns if Toady programmed the possibility of inventing a random type of projectile weapon, modified to fire a specific, random type of footwear, on fire. Procedural generation =/= any kind of random crap we can imagine.

Useless random stuff? Craftsdwarf moods.

51714
DF Suggestions / Re: Good regions being painfully good
« on: May 29, 2012, 06:29:37 pm »
Well, first off, the idea of rains that make people prey for unicorns is both ludicrous (unicorns are vegetarians), and against the idea of a benevolent land. Also, wouldn't YOU be unhappy about something that lead to you being eaten to death?

I wouldn't care because I'd be under the affects of the rain.
So...it mind-rapes you into not minding that you're being eaten, and mind-rapes some nearby herbivores into eating you? How is that in ANY way good?

Well, I doubt that there'd be that many aspects of good lands that are outright benevolant to dwarves if they decided to settle there. Sure if it's elves, who are inherently magical by themselves and live in harmony with the land, not damaging it or those that dwell there and know what to do and what to avoid. A dwarf on the other hand, barging in, striking the earth, tilling the soil and cutting down the ancient trees would most definitly be at odds with the local wildlife/inhabitants and would also most likely have !!FUN!! encounters with the various magical phenomenon that occurs there of which dwarvenkind has never seen or heard before ^^
Again, that's less "good" than "self-protecting." Which is pretty much what evil lands do.

51715
DF Suggestions / Re: Boats
« on: May 29, 2012, 06:19:22 pm »
Well, since you introduced it as a "desalinating station," it seemed kinda unrealistic, given the obvious fact that you can't pump some water through a pipe and have the salt magically vanish.
A smaller screw pump would be kinda silly; how would you keep the water from splashing back onto the dwarf?

51716
DF Suggestions / Re: Good regions being painfully good
« on: May 29, 2012, 06:09:31 pm »
Well, first off, the idea of rains that make people prey for unicorns is both ludicrous (unicorns are vegetarians), and against the idea of a benevolent land. Also, wouldn't YOU be unhappy about something that lead to you being eaten to death?

51717
DF Suggestions / Re: Non-alcoholic drinks
« on: May 29, 2012, 05:40:47 pm »
Well, NW_Kohaku, there are two reasons I posted that.

A. I'm a bit uncertain of the gameplay benifets of having dwarves get noticably drunk from a single drink of some kind of drink.
B. That's the kind of thing that happens when I keep thinking about the post while typing it. Maybe that's not the best way to put it, maybe saying "I don't finish thinking about the post before starting to type it," but sometimes when I do something would occur to me as I'm typing it and oh look, there I go again. I'll stop thinking before I overly inflate this post too much more.

51718
DF Suggestions / Re: Boats
« on: May 29, 2012, 05:22:39 pm »
The idea of a desalinating workshop is understandable from a gameplay standpoint, but how would it make sense from a realism standpoint.
Sorta the opposite with the single-tile workshops, come to think of it. Maybe it makes sense to be able to prepare fish on a normal table or whatever, but how would it be worse/different than a normal one to compensate?

I forgot to say stuff when I made my last post. The mini pump works the same as the screw pump, just a a reduced speed, and the mini workshops have a penalty by being slower then the full sized counter parts. Unless water can be stored in barrels, then the mini pump works when needed to get fresh water on demand, like a public fountain, or it the stores it in a barrel, or a water chamber in larger boats.
Maybe for the mini-workshops, they're just as fast as normal but require special tools to be made to build it or something?
I still don't like the desalinating workshop. It seems too...gamey. Maybe you could have a screw pump pump water into the ship, but this shouldn't be made easier by the game's code.

I just thought of an idea: Shipboard farms. Muddy the inside of the deck, and grow plump helmets. Floating dwarven arcologies. Sweet.
You could grow sweet pods, too.

51719
DF General Discussion / Re: The update from a couple days ago
« on: May 29, 2012, 04:34:14 pm »
Dwarves won't build walls or install floodgates in supid ways as often.

I think that's coming in 34.11. As far as I know, 34.07 through 34.10 have been primarily hauling related.

But I will miss the days when my Legendary mason decides to stand on the scaffolding outside my super-tower, then mysteriously vanish sometime around Goblin Christmas.

I know. I assumed that Toady hadn't hacked into the computer of everyone who has downloaded a copy of DF to update it*, nor that he waited the mention that he had done this until after an update.
*This would be an interesting way to add patches, though.

51720
DF Suggestions / Re: Non-alcoholic drinks
« on: May 29, 2012, 03:06:09 pm »
What is this game called?
Dwarf Fortress.
Dwarves shouldn't get drunk, or at least when drunk it wouldn't be noticeable. Once other races start getting drunk, elves can have juice, and humans can have tea, and kobolds can have coffee, and whatever, but for dwarves, ale and wine is the way to go. Dwarves are unlikely to drink that non-alcoholic stuff with a ten-foot...straw...but might in extreme circumstances.

No, what I said was that everything else (everything without the [ALCOHOL_DEPENDENT] tag) should get drunk for reasons of contrast.
*rereads OP*
Yup, you sure did. My bad.

I certainly think dwarves should get drunk, they just should use their super-sized livers to be able to handle several times as much alcohol as a human can. 
I rather think dwarves could get drunk, but it takes slamming back either the stronger spirits or just going through a whole keg just to get tipsy. 
I don't think that it would be good, gameplay-wise, for dwarves to get noticably drunk from the amounts of alcohol they normally consume. Maybe a bit of dizziness for an in-game day or so for a normal drink, but they should probably need to drink most of a barrel to get disoriented. That'll be entirely possible when drinking contests get implemented, though...Maybe dwarves should get drunk.

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