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Messages - GreatWyrmGold

Pages: 1 ... 3489 3490 [3491] 3492 3493 ... 3706
52351
The castes have differing descriptions, too.

I fiddled with the density of giant bone and muscle. Now they send critters flying everywhere, which is good enough of a schtick. Oh, and with a good shot they can kick bronze colossi' heads off. (These heads do not make good weapons against other bronze colossi.) I think I'll remove hydras' organs, to toughen them up, and call it a night.

52352
I've started the castes. Average ogres learn all skills slower than non-ogres do; there are also warrior ogres, who learn military skills faster and other skills slower; laborers, who learn skills requiring little but labor much faster and other skills much slower; mad ogres, who are good at mechanics and medicine but bad at most other things; nobles, who are good at artistic and social pursuits but despise manual labor; and the rare-but-valuable healers, who...heal. I'm still working on the nitty-gritty parts, like actually messing with the skill rates and adding in male versions of most castes, but I have a plan. I'm considering having the ogres have different eye colors based on caste, something like:
Spoiler (click to show/hide)
I think this'll be neat. Maybe I'll add some hair colors by caste, too:
Spoiler (click to show/hide)
I'll also have varied skin tones. Soon, ogre descriptions will be interesting to look at!

52353
Alright, I'll start with some castes. Probably, I'll include such neat castes as Warrior, Noble, Laborer...

52354
DF Modding / How to Make Hostiles Friendly
« on: April 12, 2012, 06:26:23 pm »
I have two questions relating to the tribe of bat men I just noticed in my cavern.

1. Is there any tool that would allow me to make them friendly?
2. If so, would it make them able to work for me?

52355
I don't see why not, although the new critters most likely won't have graphics.

I'm not quite sure what economic improvements would entail, but it'd make the ogre economy balanced, so that you can't lock a craftsogre in a room and have him churn out crafts or whatever.

52356
DF Gameplay Questions / Re: Skeletons and Partial Skeletons
« on: April 12, 2012, 05:12:53 pm »
1.) Either [CAN_SPEAK] or [INTELLIGENT] will keep dwarves from butchering the corpses. Replace [INTELLIGENT] with [CAN_LEARN] and, unless you try to chat with some gobbos in adventure mode, the only difference is that you can butcher them.
2.) Dwarves will not butcher dwarves, regardless of their ethics.
3.) Try dropping live goblins off a high ledge, to explode them into a ton of little bits which will then decay into useable bones. Do this with visiting merchants if you want.

52357
DF Suggestions / Re: A Dwarf's Final Masterpiece
« on: April 10, 2012, 09:20:21 pm »
Hey, good idea. A +1 from me, too. Of course, it would go up even more if it had some special signifigance to the deceased--being his first or last masterpiece, for instance, or if it was a piece of furniture he himself used, or a weapon he used to kill half the fort when he went berserk.

52358
He is different, but the AI might be waiting a while. See, while better AI is very important, new features are, in Toady's book, very-er important. Also, I'd bet my artifact adamantine sword against a hunk of kangaroo cheese* that DF players will outsmart and find some way to exploit any AI that will be finished in a shorter time than the 40d and DF2012 updates combined, although I'd try to hold out for more.
*How do you even milk kangaroos?

52359
DF Suggestions / Re: Other Races
« on: April 10, 2012, 08:50:21 pm »
Hey, it happens to everyone.

52360
DF Suggestions / Re: More hidden stuff underground
« on: April 10, 2012, 08:43:11 pm »
Such as? Treasure rooms guarded by cursed monsters? Civs of forgotten beasts bearing magical gear? Sieges of underground animalfolk with a few cotton candy/whatever weapons scattered amongst themselves? Bunnies?[url]

You should be more specific.

52361
DF Adventure Mode Discussion / Re: Weirdest Deaths
« on: April 10, 2012, 08:30:46 pm »
Update on the adventurer being nibbled to death by dingoes: He is now, after at least three and possibly four or five in-game days, at what I presume to be the nax level of thirst; all limbs are disabled, so he can only bite; and the corpses of several dingoes he fought before getting exhausted are rotting. He's going down soon, although since he hasn't died of thirst yet he might die due to lying down next to rotting dingo corpses, with some presumably-mouldering meat in his pack (I failed to check, but it seems probable). I'm amazed the dingoes haven't decided to go gnaw on some animal that they have a chance of killing before the heat death of my laptop.

52362
Okay, I mean it this time--there's a poll where you can vote on what you want me to add next.

52363
DF General Discussion / Re: Future of the Fortress
« on: April 10, 2012, 08:10:33 pm »
Reminds me of that time in Boatmurdered when a monarch butterfly's corpse jammed open a door and let a gobbo ambush in...probably what NW_Kohaku was going for...

Anyhoo, Toady, have you had a chance to playtest this test version? If not, do it sometime--you'll relax (hopefully) and still, technically, be working on DF. If so, how much have you found that these tracks affect your fortress design? Everyone seems to be assuming that it's a huge change, comparable to the shift from 2D to 3D, but is it really? Or is pure dwarven muscle power still the simplest way to haul goods around?

52364
The problem is that my adventurer is passing out from exhaustion despite the fact that over the past...three in-game days?, he's had less than a dozen turns. Despite not having any armor, all that's happened is that all of his limbs are disabled (except enough to scratch with one hand, somehow--and bite, of course) and that he was blinded for a while.

So...yeah, I'm putting up a poll for what to do next.

52365
DF General Discussion / Re: An...!!interesting!! site
« on: April 10, 2012, 04:46:52 pm »
Never assume that fog is huskifying, send a few dozen Dwarves inside just to make sure!

I don't have a few dozen dwarves, I don't even have more than the starting 7.
Actually, they're not even dwarves (they're ogres), but meh.

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