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Messages - GreatWyrmGold

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52036
Nothing would happen, nothing would happen, cant do that, but even if you could that pig would end up as bacon. You trying to remove humans from the game?
yes in a crumble way
last question ..... i made all the humans enemies to each other and they kill each other on site
Not sure how you would do that. Maybe giving them [OPPOSED_TO_LIFE] and not [NOT_LIVING] would work? Even if it did, it wouldn't be accounted for in worldgen and it would happen no matter where they were, even if they were miles from any site. Oh, and they'd attack any living animal they saw above cavy size, which would be amusing when one considers that caravans always bring pack animals.

SORTAEDIT: Once again, won't be accounted for in worldgen.

52037
Mod Releases / Re: Secure, Contain, Protect. Version SCP-011-1.
« on: May 12, 2012, 07:44:10 pm »
Unless I'm mistaken, that 009 would be solid under 10000 Urists and gaseous above that. Also, it's impossible to mess with liquids in any way. Unless you count adding a new material that happens to melt at room temperature.

52038
DF Modding / Re: I need some help with simple modding.
« on: May 12, 2012, 07:42:31 pm »
Make sure you exit to the subforum first. That could be embarassing.

52039
DF General Discussion / Re: The Most Useful Dwarven Child
« on: May 12, 2012, 07:38:10 pm »


i think i know why your child is mining (the child does as he pleases)
Which never means swinging heavy metal picks at hard rock walls. Usually.

i thought he was a dwarf not an elf
[/quote]
An average pick probably weighs at least half as much as an average dwarven child. You try lifting a big, heavy (say...100 lbs, or around 46 kg, by my mental math) pick and using it to dig a tunnel in hard rock. While deep underground, and while your friends play around and the legendary miner who just got off break is glaring at you because he wants his pick back, dammit.

52040
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: May 12, 2012, 07:34:05 pm »
I like the idea of megabeasts demanding worship instead of just being killbotz. Perhaps they'd visit larger forts, too, although more as a sort of "Worship me, and I will bestow gifts upon you!" kind of deal.
Perhaps similar deals, although with very different outlooks, could be set up with captured megabeasts--e.g. "We'll let you live if you let us take your eggs and if you roast incoming goblins."

Oh, BTW, dragon eggs make delicious omlettes.

52041
DF General Discussion / Re: Elven Caravan?
« on: May 12, 2012, 07:31:12 pm »
A thought just hit me-

If Elves hate killing trees, then what are their caravans made of?
I highlighted your confusion. See, elves hate when YOU kill trees. Elves, themselves, kill trees just fine, as proved by the dozens of logs they bring to you yearly.

It's just that they know the humane (elven?) way to do it, without causing unnecessary suffering for the vegetal.

F#%@ing elves hypocrites!!!

Not hypocrites, liars. The reason they're going to war with you is that they're infringing on your wood monopoly! Its the theory that makes the most sense while requiring the least craziness.


When you get the announcement "an elven caravan from Falayalaralfali has arrived", it just means "elf merchants traveling together", not "elves pulling a pop-up trailer behind their Austin Allegro".

Sigged. Hard.

Sadly, I think the poster of this "sig worthy" comment forgot that people from the United States also tend to have MULTIPLE MEANINGS to the same word. And in case you forgot, there is an AMERICAN car called the Dodge Grand CARAVAN, which, obviously, uses the word CARAVAN the same way that I have. All I'm saying is that, to whoever posted that "sig worthy" comment, if you were TRYING to come across as arrogant, you have succeeded.   Not all Americans are the same. Remember that, okay?

I'm American. I was not trying to be dismissive of you, just making a joke based on different uses of the word. If you do a google search for the phrase "in a caravan" essentially all the results will be from Britain.

I was just offended that you viewed me as an outsider, instead of a fellow American. Other than that, you're joke was funny. It sounds like something my old man would probably say.
Spoiler: Minor rant (click to show/hide)

52042
DF Suggestions / Re: Procedurally generated cultures?
« on: May 12, 2012, 07:20:38 pm »
Precisely. While dwarven civs shouldn't start out above-ground, nor elven ones as tree-haters, enough time and they would diverge. Maybe the dwarves living aboveground were outcasts from dwarven society and decided they wanted nothing to do with it. Maybe the elves rejected their old culture after their gods failed to intervene while those of the goblin race burnt their forest to the ground, leaving the elves trying to appease a god they knew only by his actions against the elves (as well as more traditional and/or level-headed ones still being around, until the rebels or goblins killed them all).

52043
If these "inventions" are not just alchemy (or cooking/brewing/maybe other farming skills, for "secret" recipes) moods, they need something to separate them from "normal" moods.

An invention is, if perhaps not by definition, something novel invented that can be replicated. Obviously, in order for this to be worth adding, it has to be something useful (not just a different, but functionally identical, kind of axe blade), but in order to be "balanced" against normal moods, it needs to have some balancing drawback. Maybe they need both materials to make a prototype AND something to record their invention on (slabs, obviously, but creating books or scrawling on cloth/leather could be neat). More likely, a "normal" mood would give something that a mere invention can't. For instance, an invention might be a mechanical thingy that rapidly impales things (a trap weapon along the lines of a menacing spike, but with more attacks per hit), or a special design of table found aesthetically pleasing (giving more happy thoughts to those seeing them); but a strange mood might give a statue that weeps blood whenever a guilty dwarf touches it, or a sword that can shoot flames at stuff its wielder sees.

Alchemy moods would probably be between the two. They'd require some random stuff you have lying around--probably plants, minerals, and organs (especially "rare" ones, like malachite, sunberries, or ant brain), but maybe wood, normal stone, clay, leather, and other random stuff--as well as a method of recording all of this. In exchange, you get a recipe for an alchemal concoction that could do anything, really, from turn the drinker into a toad with butterfly wigs for a while to causing him to breathe fire. Unless it wasn't meant to be drunk (e.g. an "oil" that would be applied to a weapon to make it sharper and/or ice cold or something), in which case ingestion would likely be fatal (or at least toxic). The dwarf making the mixture would have an inkling of how to use the invention, and would use it as soon as s/he had all the necessary stuff (e.g. drinking it for a potion, finding a weapon for a poison, etc). This could be good or bad.

52044
I was replying to people theorizing about the effects rather than doing as you were.

52045
DF General Discussion / Re: The Most Useful Dwarven Child
« on: May 12, 2012, 06:42:33 pm »
The reason for the bug where migrants migrate to the fortress as overage children is (IIRC) because they're historical migrants who WERE children when worldgen ended, but then time passed and, because they weren't being simulated, they didn't turn into grown-ups.

I have no idea. To my knowledge, children not having jobs is hard-coded--or, rather, not being able to change jobs in-game is hard-coded. That's why DwaThr would allow kids to be assigned labors. It's likely not the mod part that matters, nor the mithril pick part. I...really don't have a clue what the cause of this could be,if not DwaThr.

Don't forget, this kid was three when she migrated to the fortress.
However, the cause may be the automatic designation of labors on migrants with a high enough skill level in the labor the skill is used for.  She DID come with skilled in mining, engraving, masonry, gem cutting, gem setting, stone crafting, and mechanics.
Ah, that must be it!

i think i know why your child is mining (the child does as he pleases)
Which never means swinging heavy metal picks at hard rock walls. Usually.

52046
DF General Discussion / Re: least menicing wear beast
« on: May 12, 2012, 06:39:27 pm »
I think DG's point was about the fact that there is a difference between were-beasts (therianthropes) and wear-beasts (animals that are clothing).

52047
DF General Discussion / Re: Another video game referencing DF?
« on: May 12, 2012, 06:37:24 pm »
Is there an image accompanying the achievements with A Valley Without Wind?

Also, congrats on not calling this game a rip-off of DF.

52048
DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: May 12, 2012, 06:33:22 pm »
I don't think that that can be done. Even if you could age with a syndrome, the effect would take place on the target's next birthday.

52049
Mod Releases / Re: Secure, Contain, Protect. Version SCP-011-1.
« on: May 12, 2012, 06:26:28 pm »
If you added 447, you'd have to decide what it did to dead bodies. It'd be like adding Procedure 110-Montauk, but less likely to cause seasoned DF players to quit in horror.

52050
DF Dwarf Mode Discussion / Re: Easiest Megabeast ever
« on: May 12, 2012, 06:23:56 pm »
Serpentman weremongoose? The irony.
As odd as an elven woodcutter. Or a dwarf who is sane.


Forgotten beast made of fire trying to walk through the cavern lake :p
...That should have boiled the lake, unless I missed something.

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