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Messages - GreatWyrmGold

Pages: 1 ... 3507 3508 [3509] 3510 3511 ... 3706
52621
DF Suggestions / Re: Training critters - more raw tags
« on: March 10, 2012, 08:56:15 am »
Dwarfs are against slavery, and lets wait for the patch then think what's coming next.
I never really understood the "default dwarf ethics prohibit slavery, so it shouldn't be part of the game" argument. Nevermind that the raws can be modified for a reason, goblins canonically have slaves.

But we don't play goblins, now do we? Therefore, Toady should spend his time on other things, things that will make an impact in the game.

Maybe some version.

52622
DF Suggestions / Re: Masterwork obsidian statues
« on: March 10, 2012, 08:42:41 am »
There are acceptable breaks from reality (no one pooping, for instance, and being able to feed a fortress from a few farms), there are the given magical elements, and there are bugs. No reason to implement an unrealistic, rediculous feature that would be hard for anyone to duplicate.

52623
DF Suggestions / Re: Sort everything alphabetically.
« on: March 10, 2012, 08:39:22 am »
Alphabetic sorting of lists
String search for lists >10 positions

Both of these sound like smart additions to DF, but it also sounds like either one would make the other obsolete.
So now my question will be: "Which one would be easier to implement and require less CPU power/RAM to operate?"

If I had to choose one, I'd prefer the string search. However, since Arena Mode's creature list is alphabetically sorted, it would probably be easier to implement the alphabetic organization...which would NOT obsolete the string search.

52624
DF Suggestions / Re: clothes
« on: March 10, 2012, 08:35:37 am »
Two things:

1. Whale leather seems more protective than normal leather, even if I know it isn't. Dwarves without knowledge of how the game works could easily be suckered into thinking that the whale or elephant or whatever leather is more protective than normal clothes. And dwarves live in such a dangerous world...
2. It's cool. Dwarven whalers, anyone?

52625
DF Suggestions / Re: Masterwork obsidian statues
« on: March 08, 2012, 08:54:34 pm »
I think you could mod in an interaction that turned creatures into a creature with a maxage of zero and a statue as an itemcorpse...but something less difficult would be nice.

52626
DF Gameplay Questions / Re: Best wooden trap component/weapon?
« on: March 06, 2012, 09:57:25 pm »
Not when there are ten of them in a trap. Ten wooden crossbows in a trap are pretty OP
They require a constant inflow of wood, and wouldn't hurt as much as giant spikes. Would you rather face a finite number of small wooden spikes, or an endless torrent of large wooden spikes?

52627
DF Gameplay Questions / Re: my first vampire troubles! :(
« on: March 06, 2012, 09:36:23 pm »
Animals are from hunting; a few sentients might be from warfare, especially if they are nondwarven creatures. Wait until you get someone drained of blood if the jewelry is all the evidence you have.

52628
DF Suggestions / Re: Jump into wells/climb back up rough walls
« on: March 06, 2012, 09:34:55 pm »
Why would you want to go into wells? It seems kinda suicidal.

Until Lassie is implemented, at least.

52629
DF Suggestions / Re: Disadvantages to stairs and ramps
« on: March 06, 2012, 09:34:01 pm »
Maybe a little bit of a disadvantage. Maybe speed is slowed slightly when moving uphill and increased slightly when going downhill (e.g. going up stairs or a ramp would mean the dwarf takes ~10% longer before his next move, while moving down stairs or a ramp would mean the dwarf takes ~10% less time before his next move). This evens out to slightly more time taken if they have to move up and down stairs a lot, because they go slower for more time than they go faster. Also, the speed penalty for going uphill would increase when the dwarf is carrying a heavy load, but would not increase more when going downhill. Also, clumsy/burdened/tired dwarves might have a chance of falling down stairs when going down them, meaning that a single, massive staircase going from surface to magma sea might be a bad idea. Also, dwarves might get small unhappy thoughts if they have to squeeze past one another too much, encouraging players to make more than one path between places--e.g. multiple staircases.

And that's about all the ideas I have right now.

52630
DF Suggestions / Re: Make vampires feed on the weak (fortress mode)
« on: March 06, 2012, 09:25:38 pm »
It should depend on vampire type, his/her personality, and the situation. A sufficiently hungry or stupid vampire will just munch on whoever's nearest, maybe without even waiting for them to go to sleep first. Another vampire might randomly hate jewlers and thus targets them above all others. A third could feed only on children and the lazy, so as to not affect the working of the fortress. A fourth might be interested in chaos, and thus targets food producers, miners, and friendly dwarves while leaving the fortress guard intact, perhaps smashing furniture occasionally, feighning a tantrum. A fifth might pick off everyone higher on the social ladder than him, especially if he's a noble. A sixth might try and convince young adult dwarves of the opposite sex to be fed on willingly, sparkles optional. A seventh might slaughter sleeping dwarves whenever he has some spare time, just because he's bored (maybe this could happen with non-vampires?). And so forth.

This is a good suggestion.
+1 for GWG's suggestion, takes into account the other ideas too.
...People agree with me? I think this is the first time this has happened.


Why am I picturing Vampires now with Scouters that display a Dwarf's power level?

Ohh yes, because that would be relatively close to what this suggestion is actually asking.
I'm not sure what a "scouter" is, but it's safe to assume that most vampires would realize that they will draw more attention killing the beloved Starting Seven expedition leader/baron/etc, the axelord militia commander, or the legendary weaponsmith that forged an artifact steel battleaxe with a hundred goblins and a dragon killed by it, than they would by feeding on the worthless cheesemakers and glazers and such that come every season and are known by maybe two or three other dwarves, who are mostly other worthless haulers.

52631
DF Gameplay Questions / Re: Dwarven magma station?
« on: March 06, 2012, 09:16:44 pm »
Remove the fat first, then you'll do fine.
You'd better check that again - in 0.34 even momentary contact with magma will set you on fire, while back in 0.31 you had to be immersed for a while before this would happen (and not bleed to death first - this was easy to do with Trolls and other large creatures).
That explains what happened to my miner!...Except the part where his clothes didn't burn.

52632
DF Suggestions / Re: [threatlevel:x:y]
« on: March 06, 2012, 09:15:23 pm »
...Why would bravery cause dwarves to flee? Intelligence, maybe...

52633
Only combat skills work for weapons. Labor or Social skills dont.

You can make a big crossbow using the siege operator skill, but you cant make a giant plastic dildo for your comedian.

Siege operator is an engineering skill.

52634
DF Modding / Re: Mosquito of Power Mod
« on: March 05, 2012, 03:57:01 pm »
Yeah, this seems like something that could be MUCH better now that you can make the bite actually make dwarves stronger.

52635
I think you could make a weapon that uses record-keeping for its skill. Fighter won't be a problem.

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