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Messages - GreatWyrmGold

Pages: 1 ... 3496 3497 [3498] 3499 3500 ... 3706
52456
Hm, maybe also some kind of "maddok" caste that gets big bonuses for mechanics and medicine but has a higher chance of going nutty...a "holy" caste which might be able to ignore some bad side effects of religious reactions...a "noble" caste of some kind?

I've removed dwarven playability, added stone undiggabilty for all stones except ores and some other, mostly random, stones. I also added custom profession names. Elite warriors will be named after fleshy megabeasts; "bow"-ogres will be Roc Warriors, spearogres will be Dragon Warriors, axeogres will be Hydra Warriors, and I don't know what elite klubogres will be called. Elite knifeogres wil be given the derogitory title of Goblin Warrior.

52457
DF Suggestions / Re: World-gen determined gender-specific clothing
« on: April 04, 2012, 06:44:11 am »
I like that you mentioned the possibility of worldgen changing it right at the start; it's one less thing for us to point out. Cross-dressing dwarves? Um...maybe.

52458
Hmm, idea: Ogres tend to be,err,close in the family. What if there were a "degenerate" ogre caste that shows up around 15% of the time that is basicly a uninteligent oaf? Alternitivly, a special reaction can be preformed which has a 50% chance of turning Ogres into faster, more skilled specimens and the rest turn into hostile degenerates?

Interesting ideas. I'll work with the first...how about around one in five (for a nice, small number) ending up nearly brain-dead, but big and strong? They wouldn't do well with professional skills, but they could still learn most military skills.

52459
successful troll is successful

Redundant meme is redundant...OH GOD WHAT AM I DOING?

52460
DF Modding / Re: DF modding castes question.
« on: April 03, 2012, 10:05:34 pm »
As to "necessary" tags, you also need [NAME:whatever:whatevers:whatever], DESCRIPTION:whatever], and some other stuff if you want it to be kinda interesting. I usually copy another creature's raws, change the name, and go from there. It usually works well.

52461
Any idea how I change a poll to allow multiple answers to be submitted?

52462
Okay, so if we had non-obsidian macuahuitls...first off, I'd need a name that I don't need to check every time I write it, most likely; second off, that might be worth doing. Yeah, it'd probably be just a slashing weapon, but as you mentioned, RL macuahuitls were rather sharp (according to Wikipedia, they could cut off a horse's head in a few blows), which would make them...kinda deadly when used by creatures as strong as ogres.

Looking over the poll again, I notice that a majority of people agree with me. In a bit, I'll add a poll about adding Fortress Defense races in. Unless RL intervenes.

52463
(Googles macuahuitl)

That seems to be just an obsidian short sword (the version the wiki imagines, anyways). I could probably add something like that, but until then, stick with obsidian short swords.


Maybe if I removed dwarves, I could make digging and stuff work like I want it to, but until then, no dice.

52464
DF Dwarf Mode Discussion / Re: Taming Trolls
« on: April 03, 2012, 04:16:40 pm »
Maybe, but they're sentient and part of a civ, so...
Anyhoo, you'd need to pit a male and a female somewhere so that they aren't in cages (critters in cages don't breed). And then the mother might attack the babies...

It's a bit impractical. Do it.

52465
Maybe, but that seems a bit gamey. I'll try the slingstick first, and then maybe...hm...familiar with the atlatl?

52466
DF Modding / Re: Elf Eggs
« on: April 02, 2012, 09:01:45 pm »
To my knowledge, any females who lay eggs cannot give birth to live young. Actually, that's the case for males too, but that's more normal.

52467
DF Gameplay Questions / Re: Cobaltite Gizzard Stone
« on: April 02, 2012, 07:34:53 pm »
Any from raw cotton candy or circus tent, or did Toady prevent that would-be-awesome bug from occuring?

...I typed that link without even glancing at TV Tropes. I wonder why I don't do that more often.

52468
DF Gameplay Questions / Re: Goblin Prisoners
« on: April 02, 2012, 04:15:24 pm »
Make a big pit, a few z-levels deep and lined with glass block walls. Pit all goblin prisioners, after being stripped of all clothes and gear, into said pit. The goblins will get hurt, but won't die. Add all of their critters, after the trolls and such have also been stripped. Also add in all other creatures you catch that you can't otherwise use. Make a room up above that you can dump down into the pit; burrow unruly nobles and such in said room, and pull the lever. Make sure that the area around the glass block walls is a dining room or other meeting area--glass block walls are clear as, um, glass, but creatures won't spook dwarves through them (because, according to the game, only windows and fortifications don't block line-of-sight.) Add in refuse, bones of idiotic warriors, and a bit of water for fun, and enjoy.

To strip goblins of gear, you have a couple choices. You can d-b-c and d-b-d over the cage they are in after being caught, then unselect the cage; OR, if you go over towards the gobbos when they first appear, 'v'iew their 'i'nventory to look at it, then hit enter, d, and escape for every item you want to have stripped from them on capture. Simply d-b-c over the cages when they're caught.

52469
Ogrish ranged weapons could be something like slings(ogre sized, 'acourse). Crafted at a Craftsman's shop using a unit of rope and leather. Bullets would be made of stone, and at the same workshop maybe.

Or you could go with Staff slings? They seem to be the kind of brutally simple weapon an ogre would use. I'd imagine a sling stone could punch through helmets, had you a skilled sling-ogre.

Other ogre-exclusives could be javelins, knuckle-dusters, giant clubs, or whatever else strikes your fancy.

The sling-staves seem like a good idea; thanks! I'm not sure how the javelins would work, or I'd add those.

52470
I'm going to take a little break, listen to suggestions, maybe add a little more religion reactions and/or some more hulks, and relax my building a dwarven fort in a terrifying, aquifered shrubland.

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