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Messages - GreatWyrmGold

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52741
DF General Discussion / Re: Wild Animals
« on: February 08, 2012, 10:58:28 pm »
I go underground.

52742
DF Suggestions / Re: Happy thoughts from being safe
« on: February 08, 2012, 10:53:58 pm »
Maybe they could get minor happy thoughts from seeing dangerous (currently any, eventually any they interrupt work for) animals without being attacked, a bigger one for an ambush being discovered and defeated without them being hurt, an even bigger one for the same thing with a siege, and a bigger one still from surviving a fight with a superior foe mostly unscathed ("Urist McRandom was glad to be favored by Lady Luck recently.")

52743
DF Suggestions / Re: Allow walls to be built on floors!
« on: February 08, 2012, 10:51:07 pm »
At first I thought I was going to make a complaint about how you were wasting stone or putting twice as much stone as you should be able to in one square, but...no, this is an excellent idea. Except for the double speed part. I think that this special kind of de- and re-construction should take as long as it would to de- and then re-construct the floor or whatever into a wall or whatever.

Maybe a special subfolder in the Designations menu? There's be an option for ramps, and you'd select constructions, then masons/carpenters/whatever would come over and turn the floors/walls/stairs/etc into ramps. There would, of course, be similar options for all constructions.

This isn't just a walls/floors annoying thing, though. It can reduce stone wasted to sit at river bottoms. It allows staircases to be rebuilt more easily. Putting up barricades in constructed (probably aboveground) fortifications becomes easier and more reasonable. Et cetera.

52744
DF Suggestions / Re: Missing Dwarf Reports And The Map Edge
« on: February 08, 2012, 10:39:35 pm »
Hm, interesting. I think that dwarves should be able to die out there in the wilderness. If they do, any sentients who come by might find them (assuming they didn't die pursuing enemies). If the finder is another dwarf, they will bring back the dwarf's (possibly mutilated) body back for burial and his gear back for reuse. If it's found by traders, they will do the same if trading with you is sufficiently lucrative; otherwise, they might use the body for some, ahem, secondary income. By which I mean loot it. If enemies find it, they will loot the corpse, possibly instead of stealing items from your fortress proper (although they'd count it as a successful theft), and probably mutilate the body. Wild animals might eat the dwarf's body, leaving scattered bones and scattering the remaining body parts and gear into various "caches" that might be found. Nondwarves who leave the map pursued by enemies or while heavily wounded might also die, leaving behind similar caches. Sometimes, especially during sieges or shortly after a squad of enemies leaves the map, all or part of a migrant wave or caravan might die, leaving a large cache of bodies and possibly goods.
And then we consider the possibilities of cavern "caches," which might be found by beastmen tribes once they wander around...or even caches below the magma sea, as unholy beasts drag your dwarves away screaming. Maybe not all of them die, and instead they return, warped into unholy shapes but with tattered remnants of clothing still on their flesh, weapons still clutched in whatever appendages they have...

All in all, an interesting idea.

52745
DF Modding / Re: Which creatures have "Can_Learn" tag?
« on: February 05, 2012, 06:04:38 pm »
In the vanilla raws, the following creatures have CAN_LEARN:

Code: [Select]
gremlin
dark gnome
mountain gnome
kobold
amphibian man
rodent man
serpent man
plump helmet man
gorlak
slugman
snailman
leechman
reptile man
foul blendec
manera
troglodyte
harpy
satyr
merperson
werewolf
nightwing
tigerman
antman
minotaur
troll
blizzard man
ogre
blind cave ogre
ettin
cyclops
giant

Also all animalmen, which have a template which gives it to them.

Ah, so there aren't any other? Kind of weird that Toady hasn't given to creatures with both can_learn and can_speak "intelligent" tag since they apparently have same effect and there aren't any monsters that are capable of speech that don't have can_learn tag... At least yet, I'd guess that animals like crows/ravens and parrots could have can_speak without can_learn in the mimicking sort of the way...

Oh well, thank you anyway! Still, since pixies and fairies are vermin, I wonder if this means that vermin can have skills  ???
Probably, he intends for intelligence to have other effects.

52746
DF Modding / Re: Skin changers
« on: February 05, 2012, 06:02:03 pm »
The way the bug works is: Your adventurer can't spawn, for whatever reason, so you gain control of a random creature in the area.

52747
DF General Discussion / Re: BEST war animal?
« on: February 04, 2012, 11:10:37 pm »
Obviously, none of you have ever been attacked by a jabberer. Those things can take a hit, they don't need grass, and I have seen one sever a dragon's lower body. Need I say any more?

Ideally, a screenshot. Dragons are size 25 million, compared to a jabberer's 4.5 million. That's a bit more than the difference between a rodent-man (size 40k, about half the size of a human) and a lion (size 200k, about the size of a lion)--not insurmountable, but it would require unusual circumstances for the jabberer/rodent-man to triumph. "But GreatWyrmGold," you say, "Dragons don't come into being automatically ten centuries old!" You're right. However, many worlds are at least that old, and megabeasts start with a few centuries growth (~750 IIRC). Let's say that it was a ~350-year-old dragon (after about -400 years of worldgen, if my quoted statistic is correct), which pegs it at a bit over eight million. More balanced, like a kobold (size 20k, a bit bigger than a badger) versus a leopard (size 50k, about the size of a leopard). Alright, the size differential is slightly exaggerated, but the kobold's not ripping the leopard in half any time soon. And that's disregarding a dragon's flight, fire, and megabeast status.

That all being said, jabberers are among the strongest non-unique and non-HFS creatures in DF. That's undeniable.

52748
DF General Discussion / Re: Lessons Politicians could Learn from DF
« on: February 04, 2012, 10:48:43 pm »
Maybe our primary export should be magma...

We REALLY need an evil-smile smiley.

52749
Bad luck, maybe. Was the EL busy?

52750
DF General Discussion / Re: This is sad...
« on: February 03, 2012, 05:47:35 pm »
Have you checked demons?
And maybe titans/whatever, too, just top be on the certain side.

52751
I would take the most obvious route: Invent a stable time loop creator! ("Time Machine.")

52753
DF General Discussion / Re: Lessons Politicians could Learn from DF
« on: February 03, 2012, 05:20:25 pm »
When you lock all the doors, broken windows become acceptable paths.

Sadly, you need trolls to break them for you. And when they do, everyone will be cowering in the opposite corner anyways.

52754
DF Suggestions / Re: Fishing babies
« on: February 03, 2012, 05:10:45 pm »
Spoiler (click to show/hide)

Best be careful with those fish puns, or i'll kick your bass.

Manatees are mammals...oh, wait. You made a pun on porpoise.

52755
DF Suggestions / Re: Elven Slavery
« on: February 03, 2012, 05:08:34 pm »
Well, dwarven ethics in the RAWS describe slavery as 'unthinkable', so I doubt Toady would implement such a thing.
Exactly.

Quote
Perhaps when something similiar is added, such as... I don't know, work animals, such a feature could be modded in. :)
I vaguely recall seeing plans that allow for non-dwarves to be fortressable eventually. Probably when humans and goblins get special code for them, we'll be able to mod in elf slaves.

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