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Messages - GreatWyrmGold

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51811
I started reading a few days ago. Try not to spoil anything, but...are there dwarves that haven't been claimed, and if so, which ones? A dwarf who was born in Brightwater but is an adult or near it would be ideal, if one exists. Other than that...someone who hasn't been claimed, ideally without too much interesting about them (except royal lineage, that'd probably be neat, although of course not needed), so I can try and create his/her personality out of whole cloth.

If it's not too much trouble, I'd like a short list of any remaining dwarves, with name and a sentence or two describing skills, preferences, etc. Thanks if you do, Sphalerite!

51812
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 23, 2012, 09:53:52 pm »
-snip-

I wasn't saying that it was in the game, I was saying it is used in the game.  However, if more important things have been removed then magma that does not kill you can go too.  Magma does not just kill you if you touch it, if you are in an underground chamber with magma the radiated heat will burn you before you would get a chance to touch it!
And yes platinum was used long before the cut-off date.  The original beleif was that what was used was some impure natural alloy, and even I beleived that, but it's false!  Pure Platinum deposits exist, not just in russia, but all over the world, and ancient people used it, so there is no reason to remove native platinum, and it could be made rarer.  You can include "platina" or many varieties of "platina" and it would lower the chances of getting platinum.

Okay, first off, I don't believe I've seen any suggested evidence that platinum was smelted by pre-1400s humans that wasn't disputed by forum-goers who, frankly, in my mind are experienced enough to have a bit more weight given to their claims than you.
Second off: Platinum is used in the game. So was the old dwarven economy. So were the guild-masters. Unless they've been very well hidden, all of those were removed. Any arguments based on platinum already being in DF are horribly faulty, to the point of not being there except in the minds of a few people clinging to hopes of keeping platinum as-is.

And to those wondering about my image of platina-smelting: It would be pure platina, although perhaps not pure platinum. I'm not sure if that makes sense; if not, ignore it. I imagine platina as being more restricted in its uses that current platinum; I remember someone (Arkenstone?) saying that platinum's high melting point would have precluded easy metalcrafting with it, so I suppose it would only be forgeable into furniture and architecture, barring moods. White gold would probably be as functional as gold.

51813
Not all warrior orders should be dedicated to fighting injustice. Out of the three examples listed in the titles, two are nobles and one is not even remotely known for honor and good-doing. Some warrior orders might be interested in justice, but others in power, others in serving their lords, and so forth. Pretty much any motivation that could drive the founder, should be able to drive a warrior order.

And, by the way, both samurai and knights have been portrayed wrongly in modern media. They weren't holy warriors; they were (to put it simply and probably somewhat inaccurately) low-ranking nobles who also fought, in part because they were rich enough to afford armor, horses, katana, or whatever it was they needed. Warrior-nobles as elite soldiers would be neat, although probably possible currently with enough modding.

51814
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 23, 2012, 09:14:34 pm »
I'd like to apologise in advance for taking NW_Kohaku's rebuttal from her.

-snip-

You have a weird way of picking out the best arguments for keeping in a metal that
1. exists
2. was used
3. is used in the game

Out of that you rebutt me with D&D which I never mentioned, so if the D&D argument was so much better than mine, why are you responding to my post?  In fact if the arguments for platinum are so ridiculous, why feel the need to respond at all?
Quote
That's not an ore deposit, it's a pebble.

You're right it's not the ore deposit it's a sample, the ore deposit that came from is a mine in Russia, where they produce-- [In the central depression of the massif located alluvial placier, which is in operation since 1984 with PGE resources ~60 tons. Last time this placier producing ~5 tons of PGM per year.]http://www.mindat.org/loc-4435.html

Alright. Yes, the metal exists. No, it doesn't seem it could have been smelted at the time limit set by Toady. It was used; it just wasn't used by the cut-off. And maybe it was used, somewhere in the world, but I doubt it was used as more than a pretty stone (thanks to Arkenstone and the others for spreading their research, BTW). And that's how dwarves should use it--as a stone. Maybe platina (like Arkenstone suggested) should be kept, though; I can see that. Maybe it would have all the funcionality of platinum, maybe not. And NW_Kohaku posted in the post you quoted, as part of your quote several reasons why it doesn't matter that platinum is already in the game--Toady's removed stuff far more important that platinum before.




Alright, here's a compromise solution I've got.
1. Platinum is renamed to "platina."
2. Platina is assumed to be pretty enough that dwarves will value it at current platinum's values, as well as its current uses.
3. Platina will be able to be alloyed with gold into white gold, or something else if a better name pops up.
4. Aluminum hasn't been discussed for a while, so except maybe for the occasional single-tile cluster of (unsmeltable) native aluminum, aluminum can be removed.
This makes concessions to both those who want realism and those who want platinum. Those in the first camp can reduce platina's material value and ability to be smelted, while those in the second can change platina's name. It seems likely to, if not be accepted by everyone, at least make everyone equally irritated. And what more can you ask for?

51815
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 23, 2012, 05:34:17 pm »
Courtesy Arloban: Magma has several purposes in the game. It's a weapon, it helps with forges and furnaces, it blocks off a bunch of adamantine, it fills volcanoes...
Meanwhile, platinum is more valuable than gold. Very important. Clearly comparable to the variety of uses magma has.

Also, comparing platinum to magma is missing another important point: Magma has a vital part in the DF sub-culture. Want to pull a Boatmurdered? Nope, sorry, our amazing-mechanic dwarves can't handle magma any more. Stupid comparison.

51816
DF Modding / Re: Should I make this?
« on: May 22, 2012, 04:40:42 pm »
Yes. There are no ideas that should not be tried.

*reads topic*

Yes. Yes. If you can figure out all of this stuff, yes.


You can make dwarves immune and assume they all have gas masks, or you can make gas masks useable in a reaction that generates an interaction-syndromey gas that grants immunity (although then you couldn't have them removed).

51817
DF Modding / Re: Community Mods and utilities list.
« on: May 22, 2012, 04:36:03 pm »
How come the display case mod isn't on the list yet? Many (most?) major mods make use of it, but it's still useful to have separate.

51818
DF Suggestions / Re: Cave-in system
« on: May 22, 2012, 04:11:21 pm »
Alright, does anyone mind if I take a moment to have you guys ask yourselves a vital question:

Where should the threshold of caving in be placed? In other words, what kind of structures should cave in and which should be stable, and how long would it take the unstable ones to collapse? Say: a winding entrance dug in soil, three tiles wide with the path frequently crossing under earlier parts of itself; or a wall of soap; or a big tower with a barracks hanging off one side near the bottom; or a huge statue of stone on a platform of wood, with space to live in underneath.

51819
DF Suggestions / Re: Volumetric soil (digging/extraction)
« on: May 22, 2012, 04:01:02 pm »
-snip-
1. It slow down mining a bit but: You can use several wheelbarrows to help miners to continue mining. While howler are busy with one minecart, miners will fill up another one at the same time (The whellbarrow system must be reworked to make it possible).
2. It's a compromise. Or you want to whellbarrow volume was in 10 time lower then a volume of the one chunk (even one-to-one)? It would be a really slow mining =)
1. Maybe if miners loaded their own wheelbarrows without haulin them out.
2. It just seems a bit odd that a suggestion with a primary merit of realism would have such an...unrealistic mechanic in it.

Quote
Quote from: GreatWyrmGoldlink=topic=109750.msg3305010#msg3305010 date=1337644672
-snip-
Or: The movement speed can depends on % of the volume of excavated chunk. (80% and higher - can't move at all / lower - the speed depends on %) The volume material lost (for imitate compaction of material during the mining) can be higher then 20% to allow dorfs movement and to not overload the stockpiles with material.
First off, I still say that chunks that completey stop movement A. wouldn't be able to be loaded into wheelbarrows or even minecarts, B. would slow mining significantly, and C. wouldn't be much different than the wall pre-mining.
Aside from that, the "movement speed" penalty thing has possible merit, but it would require more code to be figured out (probably--maybe some could be repurposed from the interaction code?), and therefore would take longer. However, if it and the percentage thing you suggested were implemented, it would make sense to have a sliding scale of movement blockage.

Now, onto that percentage thing. How does it work, exactly? It seems to suggest that each mined-out tile would be composed of several different minerals, which would A. be against DF's current style, B. be tough to program (Do you have any idea how much code would rely on the current system of mineral distribution? Neither do I, and given what I hear Toady's programming style is I wouldn't be surprised to learn that he's not sure either), and C. ruin the realism of discrete veins and clusters of minerals, rather than a random hodgepodge of little chunks of ore and gem and stuff.

51820
DF Suggestions / Re: Treat orphaned babies as hospital patients.
« on: May 22, 2012, 03:39:04 pm »
The idea of using an already-extant system to fix a long-standing bug? Excellent idea, sir, I salute you!

That said...there's not a lot I can add, except maybe a bit of wonder of the possibility of a "nursery" activity zone, rather than using the current hospital zone, and perhaps some thoughts about other circumstances in which a mother dwarf might leave her infant in a nursery, like during combat. And, by describing what I might add, I have added it, so...um...

51821
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 22, 2012, 03:30:05 pm »
About crystals: Not only is it a derail, it's a derail that I'm increasingly discovering I know little about what I'm talking about. I suspect that there's something that I'm not sure what it's called that would be what I was trying to talk about, but I'm giving up on figuring it out.

To those who argue that it shouldn't be removed, because realism isn't worth enough: The same could be said of the dwarven perpetual motion machine, or the current systems of cave-ins and aquifers. Do you want those to never be fixed? After all, removal of aluminum (and probably native aluminum), and the replacement of platinum with platina, would be much easier than fixing those bugs/incomplete features.

51822
DF Suggestions / Re: Feeding Troughs for animals, and the insane.
« on: May 22, 2012, 02:15:52 pm »
They should be able to be made at masons' workshops, and forges definitely.

51823
DF Modding / Re: Modding sling ammunition
« on: May 22, 2012, 02:12:14 pm »
You need to stick to existing skills.

Those require custom reactions. I'm not at home right now; until then, look at the wiki for some tips.

51824
I never posted in the old StNPO threads, either. Is that an issue?

51825
DF Dwarf Mode Discussion / Re: Goblin Ninjas
« on: May 21, 2012, 09:20:52 pm »
Not gobins, but a bunch of kobolds that completely destroyed my one fort. Their numbers, weapons, and the fact that I hadn't penetrated the aquifer or made any military yet likely helped, but still...kobolds...

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