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Messages - GreatWyrmGold

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52486
Maybe you were uzing the shield to block a blow from the other way, and the hand-cutter-offer noticed the opening and cut your hand off?

52487
DF Adventure Mode Discussion / Re: Greetings adventurer!
« on: April 01, 2012, 09:40:48 am »
Huh. If I had noticed this thread earlier, I would have posted my recent Fun here instead of there. Long story short: I was attacked by three straight religious (?) leaders, the first of which had a very young child trapped in an otherwise-empty pit; then a human administrator with a slightly older ogre child threatened me before being attacked by his prisoner; I killed him, after chasing him around the room (said child was causing him to dodge everywhere, and ogres aren't very fast). Along the way, I accidently attacked the ogre child (I didn't get a warning; why not?), causing him to suffocate shortly after I killed the administrator, which made me a hero to some and an enemy to others (including boh to one of the same--although maybe the "enemy" bit was due to the child-killing bit). The adventure ended when I walked out the keep's door and got swarmed with around a haundred merchants and butchers, of which I killed one on a counterstrike (a deed worthy enough to give me a title--the Tight Coven, whatever that means).

Oh, and I was an ogre.

52488
Civs do fight each other. It's called war.

I like the idea of Creatures of the Night trying to run a civilization from the shadows for their own benifet, especially if A. it's not a vampire-exclusive ability (necromancers, animalpeople, demons, elves, or whatever could also try various types of behind-the-scenesing) and B. these plans would have a tendancy to run into other conspiracies in the same area. Whith hilarity ensueing.

52489
Jabberers don't have teeth. They're big, flghtless, underground birds. Also pink, have you ever noticed that?

52490
making a person feel like porn or turning 13 or so elves into one creacter or mass catching and air drowning mermaids to get there bones to sell is all fine
but you think killing a bunny that sould have a bountey on them in austraila is fine
god i love these forums  8)

It was a tame rabbit. Which means you killed a member of their civilization. Which makes you a murderer. Which makes them want you dead.

52491
DF Adventure Mode Discussion / WTF, Sacred Zenith?
« on: April 01, 2012, 08:38:00 am »
I noticed a temple in a town I was walking through, and decided to explore it. (It seems like no two temples are alike; I'm surprised I haven't seen reports of buggy temples caving in the moment you look at them!) Anyways, as I approached, something called a "Holy Zenith" introduced himselfand advised me to prepare for death. Oookay, sounds like a monster I can slay! I climbed to the top, with Mr. Zenith re-introducing himself and reminding me of my preparations for dying once along the way. I was pumped, intending to wrestle him and try to throw this haughty zenith off the roof (I'm playing as an ogre from my Savages' Stronghold mod, so it would have been feasible). When I got there, there was nothing. I looked around, and noticed a one-year-old ogre child in the bottom of a pit in the middle that I had been unable to find an entrance to. (Side note: the child must have been the youngest in the family, as he had nieces and nephews.) So...No sign of the guy who threatened to kill me, and a young child trapped in a pit? What gives?

EDIT: The sacred zenith was right at the base of the temple (he died with one headshot with my bronze mal), and the pit had an entrance to the child. Still...threatening travelers and trapping children? What kind of religion IS this?

DOUBLEDIT: Now there's a human "High Bristle" in the keep coming for me! Why?!?! ...Could it be me? But the shopkeepers and such didn't hate me!

TRIPLEDIT: Now an "Exalted Control" wants to kill me! What did I do to deserve this?
Oh, and a human administrator wants to kill me, although since he's imprisoning a three-year-old ogre child (also with nieces and nephews), I might have anyways. The kid was glad to hear about all of the suicidal leaders I had slain. Oh, and said kid helped me kill the administrator. I wonder why they weren't fighting before.

QUADRUPLEDIT: Wha, why didn't the game WARN me that I had just accidently told myself to attack the badass kid? I broke his spine, causing him to suffocate. Yay...And now I can't retire; I'll probably have to fight my way past the crowd at the market.

QUINTUPLEDIT: Hoo, boy, I watched my ogre get batted around for a minute, during which my title expanded from the counterstrike-deaths. Let's see how this goes...

HEXTUPLEDIT: Oh, not so well, it seems that a butcher got a lucky shot. I'll upload the save...

OCTUPLEDIT: Nope, DFFD doesn't like my save's .zip.

52492
DF Suggestions / Re: Semi-Sapiants
« on: April 01, 2012, 08:27:41 am »
Not that this isn't a fascinating discussion that makes me glad I outfitted my ogres with unique weapons, but how is this related to the original subject, which I find far mor interesting?

52493
DF Suggestions / Re: Direction of the Fort
« on: April 01, 2012, 08:23:50 am »
See, that's why it's good to have a layman on the team for this kind of thing--you get too wrapped up in the minuidae to figure out the obvious solution.  :D

NW_Kohaku: You do make a good point. Maybe there could be a "Quickstocks" menu or something that gives you a number on wood logs/stones/meals/etc, whatever you select, possibly with customisable settings (i.e. metal, weapons, armor, and ammo for "Military;" stone, wood, metal, and so forth for "Raw Goods;" various furniture types for "Furniture;" etc)? Or is that more or less what you suggested, just worded differently?

52494
DF Suggestions / Re: Two Suggestions for Towns and Hamlets
« on: April 01, 2012, 08:18:57 am »
1. Ah, I was not aware of that.

2. Spoilering this for length.
Spoiler (click to show/hide)

52495
DF Suggestions / Re: Semi-Sapiants
« on: March 31, 2012, 11:59:54 pm »
As someone who has dabbled in swordplay, I can say that it is almost never practical to change the path of a swing. The fine muscle control is not the source of your force; for the most part, it is the amount of weight that you can commit to the path, which is gained by moving your whole upper body in unison to transfer the force. That why many martial artists bob up and down while they fight- by dropping their center of gravity when they strike, they allow the weight of their bodies to transfer into their strike.
Ah, well, I was operating on my intuition. And when you assume something...

Then in that case a few animalmen would be able to mop the floor with dwarves, elves, goblins and humans with the right skill/training....
And if they have noninferior gear and aren't smaller and weaker, why not? Why are humanoids without traces of animal inherently superior to those with them?

52496
DF Suggestions / Re: Direction of the Fort
« on: March 31, 2012, 11:56:59 pm »
Wow...That's a lot of text.
Okay. Here's my thoughts, grouped into two three convenient spoilers.

Spoiler: Interface (click to show/hide)



Don't mind that last one overmuch.

52497
DF Suggestions / Re: Semi-Sapiants
« on: March 31, 2012, 10:41:34 pm »
Of course, what physiological reason is it? Is it that dwarves have a greater muscle density, conferring greater strength and stamina? Wait...that could also explain their skill at forging metal and such (which I imagine is somewhat tiring), masonry (ditto), and why they prefer weapons like the axe and hammer...especially if their muscles don't allow for as fine of muscle control, explaining why they use bows and not crossbows! And elves are weaker and more fragile, but have more muscle control, so they can use swords and bows with great finesse, but not too much strength! Humans are in between, so they can use both kinds of weapons...Awesome! I just answered my own question and some others, too! Now we need to apply this logic to animalpeople to justify their strengths, and apply that logic to see what else they'd be good at.

Actually, no. 
*snip*

The idea was to get some kind of logic for the stereotypes, not to try and use logic to figure out what the stereotypes would be. The logic is...more than a little shakey, but it's there, so the stereotypes aren't COMPLETELY arbitrary. And, speaking as someone who has never touched a real sword or used an axe as a weapon, although I've used axes in yardwork occasionally, axes don't require a lot of dexterity--if you get them swinging in the right direction, they'll go that wayno matter what you do afterwards--but swords are lighter, and could probably allow more use of a high amount of dexerity. So...swords don't neccisarily require more dexterity, nor axes more strength, but axes DO benifet more from strength than agility.

So someone doesn't think having animmen mercs without the cultural crap would be right. We're all entitled to our opinions.
It wouldn't be not right; it would merely lack much of the substance and vermilisitude such a topic could offer.

52498
DF Suggestions / Two Suggestions for Towns and Hamlets
« on: March 31, 2012, 09:58:36 pm »
1. Abandoned Buildings and Populations
Currently, towns tend to be filled with randomly-placed abandoned buildings. An abandoned house with massive holes in the walls can be found right next to a bustling market. This is a problem. It might be realistic for a town to be at a population smaller than its current number of buildings hold, but not the way they do now.
Realisically, humans live close together. It might be because they want to be closer to the keep and walls in case of attack, it might be in order to be closer to markets to buy and sell goods in, or it might be just because being the only living being within several houses is kinda creepy.
The short version is, I suggest that, when buildings become abandoned, people resettle them, in ored of distance from important structures like the keep, non-abandoned temples, and non-abandoned markets, also preferring ones behind walls to ones not behind walls. It's just a start, but we can work from there.
Also, those abandoned houses? Districts of empty buildings would likely attract squatters, criminals, and animalpeople who want to be fairly close to a center of civilization without risking being found easily by the town guard. These inhabitants could attack players, making wandering around towns more interesting; or be the subjects of quests for early adventurers; or could be gathered easily as followers; or could be prey for adventuring thieves (once the law not caring about the murder of beggars and thieves gets implemented) or monsters, including vampires from within the town proper.

2. Urban Sprawl
I have often seen hamlets and towns very close to one another. As in, on the town fast travel map their roads came only a few tiles away from each other. Towns so close would easily become tightly knit. Friendships and marriages would go across town borders commonly. When merchants couldn't sell goods in one town, they'd see if there were any towns in the other. The roads which come so close would connect eventually, probably sooner rather than later. Eventually, the two towns would become intertwined into, effectively, a single community. Eventually, they'd integrate in name as well as in fact.
The short version is, communities that are sufficiently near would go through several stages of integration. First, people would start to travel frequently between them. Next, their streets would connect. The area between them would then fill up with houses and shops as the population of the towns increased (areas between the town would be prioritised above other areas when building new buildings). After the two towns had more or less filled in the gap between them, they would be considered a single community in all but name; at this point, they MIGHT separate if something happens to the middle of the combined community. Finally, after a while, the two towns would officially merge. Whichever town has more influence (based on residents, important figures in residence, possibly important people born there, important buildings, major events that occured there, etc; a civilization's capital always gets precedence) would "absorb" the other; maybe a new keep would be constructed in the middle if there was room, but probably not. The mayor/lord/whatever of the other settlement might get a special position in the new government, or might not.

52499
I did. It should be working now.

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.
...That's an odd way to relax.

52500
DF Suggestions / Re: Strange mood soldier forges soldier-stuff
« on: March 31, 2012, 08:37:24 pm »
More likely, it would boost the number of weaponlords. After all, mining and engraving moods use rocks and masonry workshops, and they don't turn into legendary masons, do they?

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