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Messages - GreatWyrmGold

Pages: 1 ... 3447 3448 [3449] 3450 3451 ... 3706
51721
DF Suggestions / Re: Good regions being painfully good
« on: May 29, 2012, 02:59:13 pm »
Malevolent ~= Evil.
Benevolent ~= Good.

Evil areas are malevolent, with blood rains and the like to drive people out, and husks and zombes to kill those who don't agree.
To be the opposite, good areas should be benevolent: Removing the need to drink from some dwarves (and therefore the ability to get drunk), raising the dead (dwarven and goblin), and producing mists that aid in restful sleep (giving happy thoughts...not everything needs a dark side).

51722
Urist McClever being smart enough that everyone else, including those who have never touched a forge before[/], can forge better shotswords?

51723
DF Suggestions / Re: Non-alcoholic drinks
« on: May 29, 2012, 06:33:18 am »
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.

51724
DF Suggestions / Re: seasonal farming
« on: May 29, 2012, 06:28:45 am »
That sounds sensible. I imagine that underground plants vary by season for some gampelay reason, but then aboveground plants probably should, too.

51725
From the journal of GreatWyrmBrass Assaultroom, Expedition Leader and Scribe of Zonnish Kukon, vol. I

Well, we're here. We were told to go somewhere around here and stop on the first of Granite, so here we are. It's mostly flat, but there's some slopes up towards the north. Plenty of trees, too. In the river, there's a herd of hippos, two spongey-manney creatures, and two bands of otterfolk totalling about 15. I tell Broken to start cutting some nearby trees and have the mute one help BerzerkNINJA mine.
It just occurred to me that NINJA's a miner AND a militia person. That will end...interestingly.
By the second of Granite, the miners strike the aquifer level.
Around that time, I see a big, red bug. It looks like a tick. That's not important, though. What is important is that I'm working on piercing the aquifer. Well, I'm directing the efforts of the miners to work on it, and shooing out a curious cat.
On the fifth, Splint reported a lack of fish.
BerzerkNINJA showed a remarkable level of stupidity on the 13th. Well, it was a Friday, but still. He channeled the aquifer out from beneath his feet!
On the 17th, while claring off the cave-in plug, Splint reported getting some whip vines! Excellent! I'll have some whip wine brewed ASAP!
Around the 20th, Splint caught some mussels. Excellent, I'll have them cleaned.
Finally, on Granite 25, 127, the plug was ready. We were still waiting for Dagger to finish cleaning the fish and stuff. I came up with a creatuve solution. Eventually, on the second day of Slate, we were ready. It worked perfectly, except for the part where the room was too flooded to safely go down there. I cleverly designed a tunnel to drain all of the water down into the aquifer.
Then I discovered that the lower part of the plug had gotten aquiferey. Great, just great. Well, we're going to be here for a while, we might as well get comfy.
At some point, the river critters left except for a sponge man; so did the giant tick. Taking their place was a big, amazingly fat, hamsterlike creature. He's a curious monster.
Towards mid-Slate, I decided we should dig out some farms. The first was dug out by the 20th and plowed the next day; the second dug on the 21st, plowed around the end of spring, after some seeds were planted already in ither plots; the last was dug early on the 22nd and plowed on the 23rd. The first and largest will only grow plump helmets; the second will alternate between plump helmets and pig tails; the last and smallest will switch from quarry bushes to plump helmets.
I quickly discovered something--well, two somethings--as I had the miners dig about. First off, the plug didn't go aquiferey--it was just a bunch of water flowing down the stairs. Second off, the level below that WAS an aquifer. What did I do? What any good dwarf would: I prepared an overly-elaborate device to empty the aquifer below long enough for me to put up some walls!
Overly-elaborate might be a bit...gratituous on my part, though. It was just four pumps and a few walls and channels to deal with the overflow.
At some point, the hamster-monster was replaced with a louse-monster.
Summer came. We're almost through...Why is there a flying lungfish?
[Flying Lungfish]
A massive mosquitolike creature came. It was black, but at least it didn't swarm in the hundreds like the mosquitos of legend did.

On the tenth of Hematite, 127, we finished breaching the aquifer! More or less. We still had a little water in the staircase, and had to deconstruct our big machine thingy, but overall, we were done.

51726
DF General Discussion / The update from a couple days ago
« on: May 29, 2012, 06:20:36 am »
Dwarves won't build walls or install floodgates in supid ways as often.
And so, another bit of dwarven culture falls to bugfixes...On the other hand, this'll greatly reduce dwarven deaths from stupidity.

Any other thoughts? Am I too late to comment? Etc?

51727
Ninja: So it is. I'll fix that next update.

Splint: No, it was a very specific clusterfuck. Husks

As soon as ,y DF computer's internet works again, I'll post another update and try to add screenshots. The new update is mostly dull, but I'm two ahead--I reached the first migrant wave. It's a big one.

51728
Do all imagehosting websites not work today? Fine, I'll post it without pics.

-----

King Rith gazed over the map of the world, searching for the perfect place for the new prison.

It was a bit farther away from the nearest Mountainhome than old Zonnish was, but it was in a much warmer area, and less deadly. Sure, the Plains of Pride were home to massive monsters, but those are big enough to scare off any deserters, not much more. The soil might be saturated, and the water brackish, but those are no obstacles for a race as mighty as the dwarves!
He had selected his group by hand, making sure that they understood that this would end MUCH better than the expedition started last year.
Obviously, there were seven. One, the best at writing and a coworker of one the mason of the previous attempt at forming a prison, was GreatWyrmBrass Assaultroom.
Spoiler (click to show/hide)
A childhood friend of the fisher, farmer, and wannabe-speardwarf of the previous expedition, was Splint Glovedmachine, who is a speardwarf.
Spoiler (click to show/hide)
Splint's CO would be one known currently as “BerzerkNINJA” due to her fighting style and tendancies towards anger. Tomesromances is an ironic family name.
Spoiler (click to show/hide)
Making sure neither of them died was a medic known as “Broken,” hopefully not an indication of her skil at medical care.
Spoiler (click to show/hide)
The dwarf in charge of secretary positions is Sappho Craftsyawns. She is also an engraver.
Spoiler (click to show/hide)
The first prisoner being sent to the new Zonnish is a political prisoner, one Bomrek “Dagger” Gazechanneled. She is a suspected “goblin-lover.” “Dagger,” for that is what she prefers to go by, is a brewer, and also skilled in many other areas, notably assorted farming skills.
Spoiler (click to show/hide)
Right now, you're doubtlessly wondering who the seventh is. Naturally, as the time the expedition set out approached, King Rith began to worry. Just in time, a mysterious yet average woman arrived, stating that she wished to join the venture. Those were the last words any heard her speak for months. She seems to have some useful skills. All that is really known about her is her surname: Actseal.
Supplies were important, and not skipmed on. Two picks, a battleaxe, a large supply of alcohol in three varieties, some seeds, some meat and fish, almost two dozen plump helmets, a wheelbarrow, some medical supplies, a barrel of lye, a rope, two each of copper shields and breastplates and bronze helms, three turkeys, three dogs, two cats, and a pair of GreatWyrmBrass's rabbits. To avoid bad luck and confusion, the various dwarves suggested naming their new fort “Boatjoin.” In their interest, the fortress was named “Zonnish Kukon,” Helmtrades the Recreation. Their group name was agreed on by the seven as The Large Helms.

King Rith bid them farewell and good luck.
Spoiler (click to show/hide)
Strike the Earth!

51729
DF General Discussion / Re: What Would Urist Do?
« on: May 27, 2012, 08:36:33 pm »
Nothing. Urist isn't interested in your wishes.

What would Urist do if he discovered how to scoot around in minecarts like adventurers can?

51730
Alright, I've chosen a location and figured out supplies and skills. Once I get the images uploaded, I'll get started!

BTW, anyone know a good site to upload pictures to for forum use? Tinypic seems to be having issues.

51731
I've got plans for a football stadium made out of olivine and marble blocks, and using the new minecarts to make resources move between towers., (the fort was made in 0.34.07, haven't upgraded yet.). I have had an interesting idea for the minecart stations though.

Using the moses effect with pumps to have underwater railways with dry stations. Is that possible?
Regarding the minecarts -- would the stuff contained in the carts be carried away by the water?

Good question, anyone got any Science done on that, or a guess?

I doubt it. First off, good luck getting the water to push stuff around. There are situations where that happens, but they're really unlikely unless you've got a hole in your lake leading to the caverns or the inside of your fortress or something. Second off, the items are securely in the minecarts. There's every possibility that the minecart wouldbe carried away by a stiff current, but I'd imagine the items inside would stay put until and unless the minecart hit a wall.

51732
DF Suggestions / Re: Good regions being painfully good
« on: May 27, 2012, 05:27:39 pm »
Or the "All-Loving" interpretation. Same idea, expresses the lack of pro-dwarf-ism better.

51733
I think there should be a menu when you look at an occupied coffin/tomb with 'q,' where you could store armor/weapons/etc that had a great personal significance to that dwarf. It would lead to happy thoughts on the part of the dwarf, and maybe the dwarf's ghost would come back, wielding spectral versions of its entombed gear, in times of great need. I can imagine what it would have been like if that had happened in older versions...
"Ghost-martyrs of Boatmurdered--Attack!"

51734
Hm, you mean thing like my suggestion for pseudo-mood would grant more benifets and be replicable? That'll probably wait until artifacts grant powers, but still neat.
(I like the idea of dwarves grabbing random stuff to build normal types of furniture. Especially when you consider, say, cloth statues, or the fact that soap and ash come in bars.)

51735
DF Suggestions / Re: Good regions being painfully good
« on: May 27, 2012, 05:11:12 pm »
Agreed, Neonivek. I still go with my old interpretation: Evil hurts everyone, Good helps everyone. The exception might be [EVIL] creatures; they might be immune/resistant to evil-region stuff and maybe might be struck with the bad side of the stick in good regions, but then again that might be too much of a pain to deal with.

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