Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3471 3472 [3473] 3474 3475 ... 3706
52081
DF Modding / Re: Ideas for modding / Masterwork DF Suggestions
« on: May 08, 2012, 09:45:08 pm »
Maybe ilithid brains could be used to create smarter, psionic golems?

Maybe frost giants drop...hm...let me check my Norse Mythology book...Ahah! In Norse mythology, worms crawling in the first giant's (Ymir's) flesh (postmortem) were transformed into dwarves and dark elves...hm, I had thought that the former were derived from the latter...point is, the corpses of frost giants might, in rare castes, be able to be processed for some worms, which would be able to invigorate a dwarf with immortality, power, and cleverness.

52082
Any plans to add more races to FD? Maybe a race that can transform dwarves into more of its kind, or one that can raise the dead?

52083
DF Suggestions / Re: Propaganda
« on: May 08, 2012, 08:35:01 pm »
Ugh. Why? Why do people like you clog up the suggestion forum? You argue that, because of actions that we are known for, dwarves should act directly against what we know is in their moral code. It's not even like "We do X, so a system for X should be included;" it's "X isn't much worse than Y, by the reckoning of some, so since we do Y we shoud be able to do X."

And for the record, I consider the unwilling servitude of another sentient creature far more heinous than killing a creature whose only virtue is cuteness, in order to feed and keep sane a number of sentients. And I don't even slaughter kittens to begin with.

52084
DF Suggestions / Re: Semi-Sapiants
« on: May 08, 2012, 08:24:52 pm »
You mean, send nobles to other sites and have them diplomat over there? Sounds like a good idea in general, epsecially in conjunction with the ability to send out one's own trade caravans. Which could also be useful in dealing with those tribes of animalmen...

You know, we've mostly been discussing based on the assumption that friendly contact is attempted and succeeds. But what could happen if one or both of those fail? For instance, judging by the fact that the Norse Greenlander's first record of the Inuit included notes on how much they bled, it seems that the former decided to experimentally stab the latter. What if a dwarf decided to do the same with, say, a plump helmet man or something he found roaming the underground depths? This could be Fun. Or maybe the tigerman delegate sneers at the metal weapons his tribe is being offered, not considering them worth sending his tribesmen to abandon their way of life. And that's assuming that they can find a common language to speak. Hm, what if we added language barriers in other ways?

Just some ideas to get us started.

52085
DF Suggestions / Re: Semi-Sapiants
« on: May 08, 2012, 07:54:45 pm »
*cracks figurative knuckles*

Who cares what dwarves think? We do. That's half of the point of this thread (the other half being what other races think of dwarves). How would the dwarves of DF, knowing what we do from the information given in the raws and in gameplay, with Toady's word and the raws taking precedent over the (unfinished, mind you) gameplay, react to being placed in a situation where they must mingle with other races? Some of us think that they'd be xenophobic, others think apathetic. There is one small detail that none of us can overlook if we want our argument to be treated seriously by other people here, namely:
Code: [Select]
[ETHIC:SLAVERY:PUNISH_CAPITAL]And while I was slightly wrong on the severity (I appologise to everyone to whom I insisted that it was unthinkable), this clearly shows something about how dwarven society works, or is intended to work: Anyone participating in slave trade (except the slaves, of course) is risking capital punishment. Can you tell the attitude dwarves have towards those who keep slaves from this? Hint: There's about as much chance of a dwarven society taking slaves as there is of one deciding to chow down on the corpses of the elves they just killed. And how do we know that dwarves don't condone consumption of sentient beings? From the ethics of the dwarven civilization. By this same logic, if the idea that dwarves are fine with chopping down trees is important, then how dwarves react to slavery is important as well.

52086
DF Suggestions / Re: Propaganda
« on: May 08, 2012, 07:46:13 pm »
If I understand what you are saying correctly, you are saying that my points--the main one being that dwarves' ethics are what we are talking about here--were raised earlier. They did not seem to have been. I suppose it is possible that I am mistaken as to your meaning, and if so I appologise for both this statement and for derailing this thread from its original topic. What was it again?
*glances up*
Ah, right. Propaganda. I've already said all I can currently think of once or twice, so I can't really add anything unless someone comments on my ideas.

52087
DF Suggestions / Re: Semi-Sapiants
« on: May 08, 2012, 04:59:59 pm »
It's not that we have problems with...oh, brother, I just made this post.

rtg593, it's not so much that we can't stomach slavery--it's that dwarves can't. And who says that it has to make sense to everyone else?
Dwarves are among the more moral races in DF. They aren't cannibals, or thieves, or slavers, or torturers, or goblins. They are completely opposed to most forms of evil supported in the raws, with most such crimes being either severely punished or simply unthinkable as anything a dwarf might do. The only exceptions are killing animals, plants, enemies, and neutrals, and that last one only if they were ordered to. Oh, and lying, but how the hell is any race going to track down every liar in the land and punish them? These aren't mere conjectures, made to make us feel better about playing a short, alcoholic race; they're actual data, gathered from the raws (our only source of information on dwarves). So what if we can currently violate these ethics? The dwarves shouldn't be modified, using Toady's limited time, to violate them egregriously when the player tells them to.

52088
DF Suggestions / Re: Propaganda
« on: May 08, 2012, 04:50:45 pm »
rtg593, it's not so much that we can't stomach slavery--it's that dwarves can't. And who says that it has to make sense to everyone else?
Dwarves are among the more moral races in DF. They aren't cannibals, or thieves, or slavers, or torturers, or goblins. They are completely opposed to most forms of evil supported in the raws, with most such crimes being either severely punished or simply unthinkable as anything a dwarf might do. The only exceptions are killing animals, plants, enemies, and neutrals, and that last one only if they were ordered to. Oh, and lying, but how the hell is any race going to track down every liar in the land and punish them? These aren't mere conjectures, made to make us feel better about playing a short, alcoholic race; they're actual data, gathered from the raws (our only source of information on dwarves). So what if we can currently violate these ethics? The dwarves shouldn't be modified, using Toady's limited time, to violate them egregriously when the player tells them to.


Back on topic: Propaganda could be a "background" thing. Like I mentioned before (I think I did), past civilizations have from time to time used religion to justify massive expedentures of resources and work, or more commonly to justify the larger amount of resources used by these elite.. A group of priests and nobles could claim that the massive monuments for the glory of their fortress are the mandate of the gods, or that they deserve larger living quarters, finer food, etc, than normal dwarves because of this most-favored status. This would create a (probably) unspoken contract between the elite and the masses--the peasants grow food and make crafts and monumants for he elite, while the elite make sure that the gods bless the fort. In the DF world, they might, which is reason enough to spread the propaganda; however, dwarves would probably get good thoughts fortress-wide from doing the work of the gods. If tragedy struck the fort, though, or if you angered the gods somehow (say, by destroying or overshadowing the previous monument), the peasants would see this as a violation of their social contract--e.g. "We're feeding you, but you're not keeping a good word for us with the gods!" This would lead to Fun.

52089
You should use the nearest cavern space to make other buildings in/on/near the Acropolis, or maybe just other ones in Athens. If there aren't enough of those, make a few from other greek cities. If that doesn't eat up enough time to kill your fort, make a giant horse out of wood and make it a barracks.
Or, if you want to be real clever, make it out of soap.

52090
DF Modding / A Tool to Make Friendly Units into Civ Members
« on: May 08, 2012, 04:03:21 pm »
I recently embarked on a kobold cave with seven swordsdwarves, seven swords, seven helms, enough wood to make seven shields, and some supplies. I planned to enable carpentry on them and make seven shields before storming the cave, but discovered that the kobolds were all over the place, some even adjacent to my dwarves! I made a squad, gave them an order, and glanced at how many I had to fight...
And the kobolds are all listed as friendly.

Alright. How would I make the kobolds be actual civ members for my fort, and not just friendly units that will stand around until someone comes along and kills them? I think Runesmith could do that, but it doesn't work with the newest version of DF yet.

52091
Dear surviving members of The Foolish Hope, reclaim party:
I am sorry for being ignorant of...no, I'm not going to play that game. I knew fully well that those zombies wouldn't stop with the dwarves, and that they'd leave corpses strewn everywhere. All I hadn't expected was for Skirtglided and Fearbites to be hiding in the nearby wilderness, and for that cat skeleton to spring to unlife so fast. Oh, and the dwarf skeleton with no torso, that was weird.
Point is, I'm sorry I sent you here. Congrats, former miner, farmer, mechanic. Despite not being able to get to weapons or even a trusty pick, you fought valiently. One of you even killed an undead dwarf who had killed some of your own. (Someone else killed a few zombie cats and that wierd torsoless thing, but he's dead now. May his spirit rest in piece.) Point is, take down as many of these things as you can with you.

Sincerely,
GWG, Ovrsr.

-----

"Dear" spirits of The Barricaded Orbs,
WTF? Why did you do this? You lead to the death of seven more dwarves, who would have come to a relatively functioning fortress if you hadn't decided to nap in wait for an imaginary doctor to take care of your little fevers.
Ugh.

52092
Dear shambling corpses of the dwarves, dogs, cats, etc, of The Barricaded Orbs, founders of Evilringed:
Well, then. Would you mind not mauling me and leaving this note here? Thanks.

Dear future settlers of Evilringed,
I wanted to see what an embark on not one, not two, but three separate evil biomes would be like. You all got all feverish and stuff from the foul slime that rained from the sky. (At least you didn't get into that horrid muck--judging by its effects on the local little penguins, you would have been lying in the snow, screaming in pain.) Silly me decided that I might as well set up a hospital, for some diagnosing help.

Nope.

EVERY SINGLE ONE OF YOU decided to take a nap on the (snowy, icey, foul slime-ey) ground, to last until you were diagnosed. There was no one awake to diagnose you, except helpful Dr. Skirtglided the Assaulted Order the Muskox Corpse, who killed six of you, before Nurse Fearbites, a.k.a. one of your corpses, finished off the miner, who was awakened at last by the zombies (a couple dwarves, a couple dogs, and Skirtglided itself) before Fearbites killed him.

You. Are. All. Fucking. Idiots.

Sincerely,
GWG, Ovrsr.

P.S. Any living dwarves who find this note, please consider the advice carefully.

52093
DF General Discussion / Re: Just DIE Already!!!
« on: May 07, 2012, 07:57:42 pm »
abandoning a fort can sometimes be useful because it remembers your surviving dwarves and adds them to the potential migrant list. However, there is a bug at the moment where they sometimes come with the injuries they had when you abandoned, making them fall to the ground and bleed out as soon as they enter the map.

How is this a bug? I mean, if Urist McRecruit lost his arms in battle, do you really think that they should grow back? Granted, a better way to do it would probably be to provide the player with some kind of warning that there are injured dwarves in the party, but who cares? It's a good game anyway.

The buggy part is where they arrive and immediately bleed out, instead of the wounds closing before then or the dwarves dying at the time, not several months or years later.

52094
See here.

Savescumming is usually cheating, but it's occasionally accpetable, such as in circumstances of !!SCIENCE!!, bugs, or exceptional dwarven stupidity.

52095
Two things.
One: Know your enemies. Some evil biomes just rain elf blood, which gives your dwarves bad thoughts (do you know how hard it is to get blood out of pig tails?) but doesn't have any negative effects if you keep everyone underground and saves your militia the trouble of painting the ground; others have zombies, huskifying mist, toxic goo causing necrosis raining from the sky, knuckle worms, and so on. Each of these problems has a different solution, from "Don't worry about it" to "Seal off your fort whenever that mist shows up, and keep it sealed if any wild animals, migrants, etc get caught in it."

Pages: 1 ... 3471 3472 [3473] 3474 3475 ... 3706