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Messages - GreatWyrmGold

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52006
DF Suggestions / Re: Improving tombs
« on: May 14, 2012, 07:21:50 pm »
I like the idea of tombs not being insta-death. Not so much for them being hide-outs for criminals, though. Live ones, that is. It'd be neat to have the skeleons and corpses of dead would-be tomb robbers acting as a post-mortem guard for the corpse of a king, alongside stuff like animated statues. Although, to be balanced, mummies would need to tone down their curses and stuff. Maybe wimpy punches and some kind of slowing curse or something, or maybe a very temporary skill-reducing one...Hm. Food for thought.

52007
Fniff: Okay. You give a year for the dwarf to make the invention, another couple weeks tops for the job to fix it to go through, and before you hit the year-and-a-half mark everyone's got flawless firebreathing flamberges. Not much better. No matter how long it takes, you'll still end either with an endless supply of awesome or nothing. To be balanced with normal strange moods, moods need to be a bit of awesome and inventions need to be a lot of comparably-mediocre. Simple as that.

CyberUrist: It'd be simpler to have the items grant creature tokens. In fact, that'd be a neat thing to be able to add to material or item tokens--e.g. a material token like [WEAPONS_GRANT_TOKEN:X] or something. Aside from that, same problems as ever.

nidpants: Ah, the overpower is from the frequency...I see. Well, I suppose that makes sense. Maybe the trick would be to A. generate artifacts in worldgen and B. make legendary skills happen more in worldgen and mean less. Assuming they mean much right now.

52008
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 14, 2012, 06:36:51 pm »
Hm...

Well, if platinum is impossible to extract with DF's supposed level of skill, then I guess that it would, at best, be a secret. However, if it is possible to extract platinum from ore, even (and especially) if it's difficult, it should retain its value for at least some nobles. I'm thinking here of every culture that built massive monuments that strained their construction capabilities to impress their rivals. Did the moai of Easter Island have any practical purpose? Probably not, and almost certainly not for the pukao many later moai had upon their heads. That's just the example that springs to mind immediately; there are probably examples from every time and culture ranging from the realization that combat wasn't the only way to impress others up to the present day. And, again, it makes sense to us, even if the facts don't really support it.

52009
DF Suggestions / Good-Region Interactions
« on: May 14, 2012, 06:28:27 pm »
Obviously, good regions shouldn't be just "Bubble bulbs and unicorns." They should be more than that.
I believe that good/evil/etc regions are going to be replaced by more detailed things in the future, so I'm going to only suggest some stuff that can either (probably) be done or that should be done, anyways, so that the code is already in place.

Now to the ideas. I'm trying to make mine fit the "good" nature of the regions and still be Fun.

Land of Life--Some good regions will revive anyone who dies in the area, probably using the CE_RESSURECTION or whatever the tag is. The Fun is that it includes all dead, including hunted animals that haven't been butchered yet and sieging goblins.
Good Rains--Like evil rains, except probably without the bad thoughts (probably should be a tag in the raws for each interaction--e.g. [WEATHER_EVIL] (worse thoughts) or [WEATHER_BAD]--or else all good weather is pleasant). Also, instead of harming creatures, it helps them--e.g, healing, restful sleep, or a pleasant demeanor. The Fun comes from goblins also getting healed, people feeling so drowsy they nap in the grass, I dunno how pleasantness would be Fun, etc.
Fast-growing Vegetation--Self-explanitory. Crops grow faster, as do trees and shrubs, but the Fun comes from weeds springing up and...I dunno, probably more infections or something.

Any other ideas?

52010
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: May 14, 2012, 03:24:31 pm »
Maybe we should pause and consider how to make megabeasts more of a threat, if what Neonivek says is true (aside from titans being forces of nature; some are, some are just weirder megabeasts).

For starters, dragons' scales should be like suits of armor. Steel- or even iron-like scales would likely go a long way towards helping them survive. Hydras should regenerate; I can't wait until that gets added. Bronze colossi are already tough, aren't they? Rocs...I dunno, maybe some sort of gusts-of-wind thing?

52011
DF Modding / Re: Ideas for Modding
« on: May 14, 2012, 03:18:04 pm »
As in a mod not deriving from another IP, even if said IP is free to use.

Like a creature you come up with on your own. Ideas you have.

I dunno... really. It's your choice.

Hm...First off, what do you mean, IP?


Islands with playable pirates, corsairs and crazy amount of natives.

I'd be willing to try this, but the number of islands and lack of ships can't be modded.

52012
Mod Releases / Re: Secure, Contain, Protect. Version SCP-011-1.
« on: May 14, 2012, 06:35:23 am »
Materials can't do interactions.

Oh I misunderstood; thinking by the reference to procedure 110-montauk that it was a (reanimated)creature that did things to corpses.  I did not want to check the site, in case my suspicions were correct.  I was suggesting that the in game description be as black bar censored as the site.

...Try not to assume stuff. Do you know what happens when you assume stuff?

52013
DF Modding / Re: Ideas for Modding
« on: May 14, 2012, 06:33:24 am »
Why not an entirely original mod?
Define "entirely original."

52014
DF Modding / Re: Kobold steriotype
« on: May 14, 2012, 06:32:30 am »
I like draconicey humanoids best, for some reason.

DF kobolds have no hair, but, IIRC, no scales, either. Also they lay eggs. And they have bones. So...they're amphibians?

52015
DF Modding / Re: Ideas for Modding
« on: May 13, 2012, 09:12:23 pm »
Hm, Meph's AvPvM and sackhead's Avatar ideas sound neat. Maybe I could do a big sci-fi crossover thing?

Races I can think of that I could add:
Spoiler (click to show/hide)
I'd appreciate more ideas.

52016
From the journal of Logem Vigorbridges, dwarven mason:
I dunno how we got here. We were seven hearty dwarven women*, planning to set up a nice fort in some nice forest, full of trees to fuel our forges. Somewhere, something went wrong.
(Add pic here when tinypic works)
Things started going pear-shaped once the wagonwheels broke. Well, it wasn't so bad, right? We'd set up some signal fires to let people know where to find us and build a damn fine fortress right here. So, we set our horses out to pasture, Rigoth started mining, Bim began chopping wood, and good old Kosoth, our fisher and expedition leader, started fishing. Soon, we had some basics: A hole in the ground, stone, and a couple workshops. Kosoth had even started preparing some of the fish for consumption, when disaster struck. See, Tobul had started to carve a chink of sandstone into a place for our marble beetles to drop their chunks of marble into when the undead started arriving. We knew they were there; a carp that died somehow reanimated, lurking near the edge of our vision. More importantly, there were some ogre corpses across one of the four river-branches we crashed near who killed a couple alligator snapping turtles, one by ripping her shell off. Thankfully, the rivers had thawed enough to keep the undead ogres from getting us, but they didn't do much for the horned owl.
Rith, bless her heart, was our only defense. And she did damn well, too! But the corpse of the shell-less turtle was more dangerous than it sounds. After easily dispatching the owl (and a live owl appeared, apparently glad for the chance to hunt without so much interference from the dead), Rith had to face the dead turtle. She fought bravely, but the turtle felt no pain and was far too fast. It sustained wounds that would kill a mortal turtle, but ripped a hand and a foot off poor, poor Rith! I couldn't stand it. I helped build a wall, sealing me, Mafol, and Rigoth inside. Tobul put the last chunk in place, choosing to help the others aboveground.
Things look bleak. We couldn't bring any supplies inside, so we've just got two of our three cats (a breeding pir, at least), a few dogs, the five marble beetles, and the three of us, as well as a pick and all the stone and gems we've found so far.

Then, we heard a voice from the depths, offering us salvation in exchange for sacrifice. None of us know the ultimate price, but we really have no choice.

-----

From the "journal" of Kosoth, expedition leader of Channeldawn:
Channeldawn? Hah. How about channeldusk? This is the end, my only friend, the end. Mobwebbed, that damn turtle corpse, is on a rampage. It's chasing Bim, Tobul, the horses, and that cat who fell into the river when it thawed around. I'm safe for now, since I'm hiding in the fishery, behind the wagon and craftsdwarf's workshop. This place is a deathtrap. Zombies. Ogres. Zombie ogres. Shellless zombie snapping turtles. Carp, both living and dead. Glumprongs. Ugh, what a place to die. I no longer hope that I live, only that I can enjoy one last feast before I die.

*Seriously, I EVERY dwarf here is a female.

-------

This is a story of a dwarven fort I'm doing. Basically, it's a haunted-biome embark turned, well, bad. I decided to go ahead and mod a little, to let the dwarves trapped underground have a chance. You'll barely notice. Probably.

52017
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 13, 2012, 07:55:12 pm »
As NW_Kohaku noted, a big part of why silver and gold were so valuable is their rarity. As Arkenstone stated, platinum is harder to smelt due to the contaminant metals. That's reason enough for platinum to be worth more, even without D&D and the like. And if DF decides to make plainum worthless(ish) and realistically hard to smelt, there's not any point to it. Not to mention, popular fantasy culture really is a big inspiration for DF.
To put it somewhat differently: Platinum probably should be harder to smelt, at least something like a lower chance of getting metal from each ore, but it should also be worth more than gold.

52018
DF Modding / Ideas for Modding
« on: May 13, 2012, 06:56:43 pm »
After fiddling with the raws for my own benifet, I decided to work on a big mod again. All I need is an idea. Who has one?

52019
Mod Releases / Re: Secure, Contain, Protect. Version SCP-011-1.
« on: May 13, 2012, 06:50:27 pm »
My point is that no one knows for sure what 447-2 does. Maybe it reanimates corpses; maybe it turns into a horrible, keter-class blob when necrotic tissue comes into contact with it; maybe it's just some hyped-up fear from a couple O5-level personnel. It'd ruin the mystique.

52020
His English isn't perfect,but he's doing as well as anyone I've seen. Well enough to be understood, which is more than can be said for me sometimes. Granted, that's typically due more to my verbose nature and varied vocabuary, my rambling on, my tendancy to link to TV Tropes, and my speling.
...What was my point again? Oh, yeah. azrael300 seems to have a good grasp of the English language.

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