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Messages - GreatWyrmGold

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51931
DF General Discussion / Note from a Google Search
« on: May 18, 2012, 07:34:00 pm »
I''m not sure if this is because Google remembers that I search for it a lot, or if it's just a general thing, but Google's autocomplete just had a top suggestion of "a note to" as "a note to urist".
Above "a note to god."

Anyone else want to check?

51932
DF Suggestions / Re: Alternate Means to Magic: Contract Magic
« on: May 18, 2012, 07:24:14 pm »
I said it would be amusing, not a good battle tactic. Obviously, it would be possible for an absent-minded person (or player) to forget to renew their deal with whomever, which I suppose is (again) an amusing enough thought to put aside my complaint of "gaminess."

51933
DF Suggestions / Re: Ballistae and Catapults
« on: May 18, 2012, 07:19:47 pm »
Hm, that's agood idea. Or maybe a few Or maybe unintentional. Let's break it down:

1. Dwarves firing siege engines at targets on other z-levels.
2. Multiple dwarves to a siege engine.
3. Siege engines firing accurately enough to hit one, specific (if large) creature.
4. Siege engines being able to turn a bit on their own, to hit such creatures (probably requiring more dwarves, possibly requiring specially-built engines).
5. Siege engines (and maybe other mechanical devices) sometimes malfunctioning.
6. Dragons' scales being tough enough to reflect most attacks.
7. Megabeasts leaving once they realise that your fort is a lot tougher than most settlements.

51934
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 18, 2012, 07:04:14 pm »
Wait, are you talking about giving native platinum silver-value, or platinum-platinum silver-value?

51935
I can see marauding bands of bandits of various kinds being impressed by killing soldiers of guards of civs that they are enemies with, but that's something completely different.

51936
Really? I'd be interested in hearing how.

51937
DF Suggestions / Re: Alternate Means to Magic: Contract Magic
« on: May 18, 2012, 06:28:24 pm »
First off, I was speaking in the first part about something completely different from the second. In the first, I suggested deals in which you could continue to use the power as long as you kept your end of the bargain to the letter, although your power might be increasingly to-the-letter as well. In the second part, I separately noticed that having a combat power run out of uses in the middle of combat, requiring one to re-negotiate the terms of the deal before it can be used to finish smiting the enemy would be amusing but reliant on principles that seem "gamey."

Hm...I just thought of something. Since adventurers can retire, retiring with a way to have a good living could be a "win" condition, as much as anything is a victory. Such a thing might be a deal like what we're mentioning, which would encourage development of not-in-game history development. More than it already is, I mean.

51938
DF Modding / Re: I have a simple, yet insane modding idea.
« on: May 18, 2012, 05:43:58 pm »
FYI, creatures only have weapons if they're from entities.

51939
DF Suggestions / Re: Alternate Means to Magic: Contract Magic
« on: May 18, 2012, 05:35:33 pm »
One thing I'd like to add: At least some personal contracts should have no re-negotiation, outside of one party (probably the guy getting the power) breaking his/her/etc side of the deal. That way, one could find a way to technically fulfil the requirements of the agreement without meeting the spirit, and a deal you later wish you hadn't done isn't so easily undone.
Also, while the idea of having to re-negotiate the terms of a contract in the midst of battle is amusing, it somehow seems more gamey to have seven uses of a power than to be able to use it for seven days. Food for thought, once we figure out why that is.

51940
DF Gameplay Questions / Re: Sieges
« on: May 18, 2012, 05:18:02 pm »
You need food, too, but that's usually provided in the midst of alcohol production.

51941
I can't count the number of times I've designated a nice, long, curly, wagon-accessable tunnel, only to discover that I've forgotten to account for the wall ramps need to function. This would be useful, although perhaps not the best use of Toady's time.

51942
DF Gameplay Questions / Re: Using Minecarts
« on: May 18, 2012, 03:47:24 pm »
...however, the minecart on the surface isn't being filled. Is there something I'm missing?

You have to both assign the stockpile to the stop with [s], and tell the stop to take the item type you want with Enter.
Oops. Heh, I knew it was something obvious...

Do minecarts work for hauling stuff up as well?  Or are they purely downhill things?  (in which case a garbage chute seems like a better way to do it)
Minecarts work both ways, although you have to take some step or another to make minecarts beat the force of gravity.

51943
DF Modding / Re: catapults across z-levels?
« on: May 18, 2012, 01:14:59 pm »
You could also try something with minecarts, but that has the downside of not requiring modding.

51944
DF Dwarf Mode Discussion / Re: Attracting Kobolds
« on: May 18, 2012, 11:54:59 am »
Yeah. Kobolds don't discriminate much; I think they go for the most valuable item lying around, but that's about it.

51945
DF Dwarf Mode Discussion / Re: Usefulness of Minecarts?
« on: May 18, 2012, 11:52:16 am »
That's my best use of them so far, other than that i've got them dropping wood down a few z-levels to my carpenters from a large outside woodpile.

I'm trying to do exactly that. Praytell, what are you doing to achieve that end goal?

EDIT: Tyops are silly. Fixed.

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