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Messages - GreatWyrmGold

Pages: 1 ... 3474 3475 [3476] 3477 3478 ... 3706
52126
DF Gameplay Questions / Re: GCSS Farm issues + other questions
« on: May 05, 2012, 07:15:36 pm »
1. Are the prisoners in cages? If so, release them.

2. Go into data/save and locate the folder containing the world you're in. Go to the raw folder within and either creature_next_underground or creature_subterranean, I forget which. Locate [CREATURE:SPIDER_CAVE_GIANT] or whatever it is. Add [CHILD:1] somewhere in the raws.

3. I'm not sure what a magma "see" is, but it should work...if you give the critters a reason to come up.

4. Architecture or somesuch, I think.

5. I dunno. Do you have a male of those species on the map?

52127
DF Dwarf Mode Discussion / Re: Badass dwarf dies of old age
« on: May 05, 2012, 06:17:13 pm »
make a giant blood waterfall out of dragon/goblin blood

Wish I could. Although the river has a lot of corpses in it by now. 

Unfortunately a random dwarf took him before I had the time to decide to do anything with him and buried him in the main graveyard. The whole graveyard was already engraved by a legendary engraver so he should be happy though.

Deconstruct the graveyard around him and make that part of it into a fine tomb.

52128
DF Suggestions / Re: Slavery/Slave Trade [Revised]
« on: May 05, 2012, 05:51:20 pm »
If slaves, indeed, are implemented, I think that they should have separate "happiness" and "servitude" scores, rather than one "morale" score. Lower happiness would be caused by the same things as for dwarves, plus being under heavy guard or otherwise restrained. Servitude would be affected by happiness, but also by various factors allowing the probability of a slave revolt. Servitude could never drop below happiness, but it could be raised far above it--say, horribly mistreated slaves constantly chained together and under heavy guard, never getting anything like a weapon or decent food, would have a low happiness but probably high servitude. Finding weapons would lower servitude, again with a lower limit imposed by happiness, but beatings of armed/rebellious slaves would increase it. On that note, minor slave rebellions--e.g. refusing to work, or at least working slower--would be more common and caused by moderately low servitudes. Obviously, failed slave revolts would increase servitude among the survivors, but successful ones would cause a drop in servitude among all slaves, probably leading to more slave revolts--a "revolt spiral," if you will, of more slaves rebelling and killing more military/guards, leaving you with a bigger problem and less ability to fix it.

52129
DF Suggestions / Re: Semi-Sapiants
« on: May 05, 2012, 05:40:09 pm »
That being said, some cultures should probably see the dwarves as possessing a culture superior in, if not every way, then in by far enough ways that they'd gladly shuck their old ways of life to join them. I remember stories about a variety of native cultures destroying their cultural artifacts because anti-pagan Christian religious leaders or what-have-you told them to, and one instance where some Polynesians changed their drainage ditches from vertical to horizontal at the Europeans' suggestion (the gardens got washed away the next time a big rainfall came along). That's assuming that their religion isn't unfortunately geared towards misinterpreting your dwarves as gods, as famously occurred to the Aztecs.

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.

52130
Jeoshua: So...you want each topic to relate to a few topics directly related to one issue, or something? Or am I completely misunderstanding you?

52131
It depends on how fast the worlds are rejected, but usually when there's mass-rejection for me, it happens in the first couple fractions of a second or so, leading to a thousand or so in around half a minute, tops.
The threashold for notifying you about what error it is should probably be lowered to ~100 of the same type in a row or something.

52132
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.

52133
DF Modding / Re: 4. Modding Questions
« on: May 05, 2012, 05:24:45 pm »
1. You'd have to add an interaction to that effect, somehow. I dunno how. Unless you just want to make dwarves/whatever by default unraisable?

2. Yeah, you'd need a new material though most likely, and special weapons that suck vs. everything non-goblin.

3. Sadly, no.

4. Any muddied floors allow for farms; alternatively, yes.


52134
guess it is a reason to train my no-moodable skills dwarves up to novice weaponsmith.

One time, in a Kobold Camp succession game, I had a kobold go into a mason's mood after getting Dabbling Mason from building a kiln. So, you really only need to tell each of them to smith a weapon or shield or something apiece.

52135
I understand the idea that suggestions should be short and to the point. I understand that sometimes, they're so long that people don't even read all of them. There's a simple solution to this: Any suggestions more than a paragraph or two should have a summary near the beginning or end.

I, personally, like to ramble on about ideas. I tend to think about a wide variety of things when I'm doing stuff that's not demanding mentally, like chores or waiting for my computer to finish processing stuff so I can read whatever I'm trying to read or whatever. Point is, I think about things in-depth. Why are humans simultaneously the largest actual civilized race, and not trying to bully other races into doing their bidding? Either more physically powerful races need to be more important, or humans need some more-defined personality to justify why they're not as violent as goblins. Stuff like that.
I'm not the only one. Most people who present big, complex suggestions also like to go into great detail about their ideas. Related is the fact that they imagine one section of a group of interlocking gears, not just the central gear of their idea. They imagine, say, how the farming affects how fast you can set up a fortress, or how the addition of roving ogre bands would allow clever kobold civilizations to trick the ogres into attacking rich towns, leaving the kobolds to pick through the ruins, or whatever. We like to look through every facet and how it all works. This gives us a chance to both see what the other peoples' ideas are better and gives us more stuff to discuss. That's what this board is really for--not suggestions, but discussing suggestions.


NW_Kohaku, Jeoshua, you're really just arguing. You're not even arguing over something in DF, just how you think people should post ideas for DF. It's not like many people will change their behavior just from looking at this thread--I know I won't, except maybe to remember to add summaries more often. Try to find something more productive to discuss, like how you're reacting to this somewhat condescending reaction to your argument.

52136
Something like this could be useful, and would probably not be too difficult to make on Toady's part.

52137
DF Suggestions / Re: Generalized Stone
« on: May 05, 2012, 03:16:14 pm »
I think he was comparing Masterwork with and without the "Less Soils, Less Rock, and Less Minerals" option on. That would be pretty good science, if he tested in in identical conditions in identical locations on identical worlds, and perhaps repeated it a few times. Once probably isn't enough, especially if it was on different types of embark areas.

52138
DF Suggestions / Re: Slavery/Slave Trade [Revised]
« on: May 05, 2012, 03:08:46 pm »
Splint: Dwarves don't butcher elves, goblins, or even trolls or animalmen, no matter how often you burrow dwarves in a burrow with only their corpses and an adjacent butcher's shop. Why should Toady waste his time to make it possible for dwarves to do a different thing that dwarves consider to be so heinous that they could not imagine doing it? It might be fine by you for elves to be whipped by dwarves into cutting down trees or what-have-you, but it isn't for dwarves. And it's not like slavery would be easy to implement.

Masked_Hunter: Who would want to buy a goblin?

52139
DF Suggestions / Re: New Plants and Animals
« on: May 05, 2012, 02:46:26 pm »
I think it's partly the wide variety of uses, especially the "Spheres of Fire" part and the "makeable into clothes that make you fire/magmaproof" part. Especially the latter--why don't they burn the wearer, if they're hot enough to burn other food they're stockpiled with?

52140
DF Suggestions / Re: Definable Rock Drop Rate
« on: May 05, 2012, 02:44:19 pm »
Maybe something like BY_SKILL:X for that kind of stuff, where BY_SKILL indicates the old system and X is a modifier to that chance? E.g. BY_SKILL:200 would be twice as often as the current, skill-based system, and BY_SKILL:25 would be 1/4 as often...probably/possibly modified by the .init options, again.

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