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Messages - GreatWyrmGold

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52111
DF Suggestions / Re: Auto eat while fast travelling
« on: May 05, 2012, 10:33:51 pm »
Why not? Vampirism is permanent.

52112
Yes.
Depends on if a bunch of floor tiles or an actual bridge is being constructed. I'm not sure which it is here.

52113
Remove all ability of the parent civ to tame any pack animals.

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Mind uploading to the DFFD? MediaFire doesn't seem to be working right now...Not for me, at least.

52114
So, concubines give birth to dwarves? Is that right?

Also, new technical issue with the GUI: It can't find a version of runtime to open "this application." Erm...I really have no clue what's going on.
And unfortunately, unless you provide us with EXACT error messages, and actually try the suggestions we give you and report back the effect we won't be able to help you with your problem. Sorry. The 'runtimes' that are required to 'initialize' the program are included in the microsoft .net runtime. Did you goto http://www.microsoft.com/net and download the runtimes? These files are not included by default in most versions of windows.
I downloaded the installer...thingy and ran it. The exact error message is "Unable to find a version of runtime to run this application."

52115
DF Modding / Re: 4. Modding Questions
« on: May 05, 2012, 09:53:50 pm »
NOT_LIVING pretty much just makes things not turn into undead.
NOT_AGING, but not NOT_LIVING, will prevet death by old age.
Bones are a body part. You can't make body parts in reactions.

52116
Ah...My bad.

52117
DF Suggestions / Re: Semi-Sapiants
« on: May 05, 2012, 09:38:41 pm »
Also bear in mind that, if we're talking about technologically/socially "inferior" races like the animalmen, there is historical precedent for treating them as a resource (enslaving them, that is), as well as for treating them like people (sometimes even inter-marriage) and genocide. Dwarves are against slavery, so they'd probably tend towards integration or extermination rather than subjugation, but that should be more a matter of ethics/unhappy thoughts/whatever than a game mechanic.

Ethics/Unhappy thoughts/Whatever are game mechanics, however, (presuming most normal definitions of "Whatever",) and so that is a statement that needs a better description. 
Anything that makes animalpeople, etc, more than resources should be based more in the mechanics of dwarven psychology than in those of actually allying with them.

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Anyway, it's Personality Rewrite stuff, but making a xenophobia personality trait or derivative of their cultural ethics (probably with cross-pollenation, if possible). 
Likewise, some cultures having high cultural pride does not by any means preclude others from having low cultural pride and being willing to adopt any new practice that seems to come from a "superior culture".  In fact, you could just call it a "reticence to change" and apply it both ways, as the marker of dwarven xenophobia and how upset they will get at "the beastmen polluting our proud dwarven culture" just as much as the animalmen will see dwarven intervention as "brutish outsiders with no respect for the old ways". 
Conversely, it may be opposed by (or if simply at the low end of the spectrum of the xenophobia personality trait) some sort o cultural curiosity. 
My point was that many cultures were very receptive to "greater" cultures coming in and destroying theirs. Sure, humans, goblins, and probably elves would resist assimilation, as would some groups of other sentients, but many would tend to flock to a chance to enjoy the "soft, easy" life afforded by dwarven civilization.

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We are supposed to be exploring the game not as some sort of deity, but as the consensus of the bureaucracy of the fortress itself.  To be subjected to pressures both from the animalmen and from the dwarven populace over every decision that you do or don't make, with the necessity to please every faction of each side could make the game's internal politics an interesting one.
... Suddenly, I'm merging this idea very heavily with the ideas I've had for expanding Class Warfare...
I was fairly certain that that's why our debate, and that of others, has been going on for so long in this thread.


I gotta say, I'm starting to warm up to some of the more complex things mentioned. Others... not so much.
Mind explaining what you do and don't like?

52118
DF Suggestions / Re: Slavery/Slave Trade [Revised]
« on: May 05, 2012, 09:31:52 pm »
Splint, I was going off on a completely different tangent. I do agree; to a certain extent, certain morals should vary between civs of the same entity (which morals tend to change like this should be defined on a per-entity basis in the raws). On a related topic, they should change more in worldgen, too--for instance, a civ which suffers famine might be a bit less leery about cannibalism (after long enough--a generation or two?--maybe even abolishing burial enirely and replacing it with ritual feasts in the deceased's honor), or an elven civ which is saved by dwarves might be convinced to adopt the dwarves' customs and religion.

52119
DF Gameplay Questions / Re: Too many migrants.
« on: May 05, 2012, 08:42:51 pm »
Now I just hope that the werelizard dwarf that visited me before and ran off as the transformation worn off, will sneak back as a migrant  :)

Fixed that for you. Seriously, I wish I had a were-thing migrant. Especially if it was a female. I'd lock up migrants in the same room as her and imagine I told them to watch her during her "ime of the month..."
Werecritter soldiers. Sweet...

52120
DF Gameplay Questions / Re: GCSS Farm issues + other questions
« on: May 05, 2012, 08:38:25 pm »
Allegedly, GCSs in 0.34.01 and later don't need paths to web, but I've never tried.

52121
DF Gameplay Questions / Re: Questions about cave-ins
« on: May 05, 2012, 08:36:06 pm »
If it happens instantly, then how do magma pistons displace magma?

They teleport the magma on top of them. When a cave-in hits a fluid, it causes the fluid to teleport on top.

52122
DF Gameplay Questions / Re: Caverns/Fungis
« on: May 05, 2012, 08:21:07 pm »
The only one I can think of is if they sleep on grass or whatever. Try making beds?

52123
DF Gameplay Questions / Re: Freezing Whole Rooms
« on: May 05, 2012, 08:11:40 pm »
Guys? A bit of help?

I suppose I should offer some guesses. Do grates block light/outdoorsiness? If not, could I try using pressure to shove water through the grates? Would that be bad for the grates? Or maybe...um...yeah, I got nothing.

52124
I don't think spiders spit webs across z-levels. They might try, though.

52125
DF Gameplay Questions / Re: Goblins mounted on Giant Cave Swallows
« on: May 05, 2012, 07:18:18 pm »
1. If you have flying pets, you can try siccing them on the gobbos, but that might not work. Dwarves can't ride anything yet, though.

2. No, but you can try luring them into a tunnel.

3. Never faced flying siegers before. In fact, aside from a few FD crtters, never had a siege. Except that ettin siege, that was horrible, especially with all of the suddenly-revealed ambushes.

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