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Messages - GreatWyrmGold

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52756
DF General Discussion / ...whoops.
« on: January 30, 2012, 09:14:39 pm »
I recently had a buzzard problem. This fortress was one where I was dealing out modding with abandon, so I saved, modded buzzards' feathers to burst into flames at temperature 0, and reloaded.

Nothing happened at first. I realized that it wouldn't happen until they checked for temperature.
I waited a little longer. Then I saw the smoke.

...Oh dear. See, while the feathers on fire slowly kill them, they also set the grass on fire. I was using an aboveground fort.
I watched the devastation, told the dwarves to make a well (unrelated), and re-saved and re-modded. Now, it an attempt to kill them faster, I made their skin ignite instead. The fire was creeping towards the aboveground food stockpile and carpenter's workshop...I set up an underground meeting area, crossing my fingers...the fire reached the carpenter's workshop, scorching the furniture...the alcohol boiled, causing slightly amusing error messages from the dwarves drinking it...the game froze and crashed. Hm.
Maybe I should put buzzards back to normal.

52757
DF General Discussion / Re: Are they just gonna leave it in there?
« on: January 30, 2012, 04:23:55 pm »
So, what, unforbid it when they die?

Hm, actually that kinda makes sense.

52758
DF General Discussion / Re: Kobold Age
« on: January 30, 2012, 04:14:23 pm »
Simple.

1. Take one of the assorted measures to keep kobolds from dying.
2. Optionally, give them impressive natural fighting skills.
3. Make them mature quickly, have large litters, and never die of old age.
4. Let them take over towns, dark fortresses, mountain halls, etc.
5. Make sure they have access to metal, armor, and weapons past daggers. Spears and maces, at least.

This will lead to a massive wave of [url
http://tvtropes.org/pmwiki/pmwiki.php/Main/EliteMook]skillful[/url], metal-armed kobolds who take over other races' settlements. Eep.

52759
DF General Discussion / Re: Dwarf Fortress Clans
« on: January 30, 2012, 04:05:02 pm »
Quote from: Steam Group
A few may leave, what with the possibility of Toady adding a Pony race or something stupid like that in order to satisfy the forum's newest wave of autistics, and not the creative Dwarfy kind either.
I'll pass.
Hm. That's highly offensive. I hate ponies. Well, when they aren't dismembered by a battleaxe anyway.
I don't hate ponies per se, I just don't want them to be in DF. Vanilla, anyways. The tyranid-pony mod I saw a while back looks interesting, though...

I'm not going to join any DF steam group, but I'm not on steam to begin with.

52760
DF General Discussion / Re: Lessons Politicians could Learn from DF
« on: January 26, 2012, 10:34:43 pm »
Do you have any idea how expensive and labor-intensive it would be to build everything downwards? Gahhhh
Rule #2. In DF, it is easier and cheaper to have a miner dig out a room than to build such a room aboveground. Ergo, we will argue like that is the case.

I don't even want to think what IRL DF would be. They're nightmares. Imagine running out of booze and president would go at war, lose 1 arm and an eye and no big deal, i'm a dwarf LOL. I prefer virtual stuff like this :)
Well, duh.

52761
DF Modding / Re: Dwarfhammer 40k?
« on: January 25, 2012, 04:57:52 pm »
Well, the "size" token in weapons is measured in cm^3, not in weight, so you should be looking at the weapons volume rather than its weight for chainswords. Also 650 units for a chainsword seems reasonable for a guardsman sword (basic DF has 700 cm^3 for a longsword, which is a standard 1-handed weapon for humans unlike its real-life counterpart) but it seems rather small for one of the marine chainswords. You should probably have several different sizes of chainsword.
Unless Space Marines are significantly denser than normal humans (in the physics sense), having size equal mass (in grams) is close enough. Weapons, though...yeah. Find weight, find normal material, locate density in DF raws, do division. Simple!

Good luck to everyone involved. I'd advise taking (with permission) the parts of the previous attempts, and going from there. Err on the side of over-the-top and dangerous.

52762
DF Community Games & Stories / Re: A New Community Fort!
« on: January 25, 2012, 04:43:50 pm »
McDonald's. Make a large pair of golden arches over a large red-roofed building, containing the trade depot, dining rooms, food stockpiles, and as much of the food industry as you can. Most of the fort should live in buildings built aboveground, or their unconnected basements. A separate building leads into the mines, and possibly another building would lead to a path to the caverns. Walls are to be minimal, and bridges used as removable walls should not be used. The basic idea is to have a fortress that works as a restaurant for the world.

Edit: I'll take Urist McDonald, a cook/butcher/possibly other farming jobs who likes ducks and will not slaughter any kind of bird. (Eggs are perfectly O.K.)

52763
DF General Discussion / Lessons Politicians could Learn from DF
« on: January 25, 2012, 04:32:04 pm »
This is a place where we can discuss how policies used in dwarven fortresses could apply to real-world politics. Just two rules:

1. This is not a place for serious ideas. Put those somewhere else.
2. Do not treat others' suggestions as serious. You may only argue points using logic that makes sense in DF.
3. Anyone wanting to break these rules should ideally make a new thread, but may post here under extenuating circumstances.
4. Each of these rules counts as half a rule for the purposes of counting.

Let's get started.


---------


There's a simple solution to unemployment. Take all of the peasants and lye makers, and either have them smelt steel in magma forges, mine down to the mantle to get the magma for the forges, or build massive structures out of the rock. Shame that it'll be all blocky, but meh.
Instead of funneling billions of dollars into the military, we could just send a few miners and mechanics and such to make a magma trap. Simply build and fire. Sure, it'd take longer, but where's the Fun in efficiency?
There's an even simpler solution to terrorism. MAGMAAA!!!

52764
DF General Discussion / Re: FINALLY best feature implemented to date!
« on: January 25, 2012, 04:25:48 pm »
Next, maybe we'll be able to retire to the wilderness, becoming a hermit future fortress mode embarks/adventures in the area can find them.

52765
DF General Discussion / Re: What the hell is this?
« on: January 25, 2012, 04:15:08 pm »
As long as they mention that it was inspired in part by DF, I say go ahead and make similar games. If (when) the players get bored with the other game, they might decide to glance at the games it was inspired by, try to make a megaproject in "their" game, decide to play DF, and maybe it sticks. It's kinda like advertising in exchange for ideas.

52766
DF General Discussion / Re: Dwarf Fortress Minecraft Server
« on: January 25, 2012, 03:56:18 pm »
Next, someone needs to make a Minecraft mod for DF.

52767
DF Suggestions / Re: The 10000 hour rule
« on: January 20, 2012, 02:57:54 pm »
10 years of work to get to legendary skill, assuming average skill learning rates and no artifacts made, sounds reasonable...except for a couple things.
1. Alright, 10 years of work later and my dwarf is a...Great Mason. Wha? Ah, the idiot was pulling levers/dragging animals to pastures/partying/using the Broker Lifesystem Chart/hauling rocks to the workshop from across the map most of the time he wasn't eating/drinking/sleeping/on break. Dwarves aren't dedicated to their their jobs as much as they should be. Make parties easier to break up (i.e. without undesignating the room, which seems cheap), allow labors like pasturing animals and hauling stuff to the depot and such to be turned off, and make dwarves choose nearby materials more readily, THEN we'll talk.
2. Okay, between tinkering with the speed of learning and how much dwarves work, it takes 10 years to reach Legendary. Assuming a lucky early migrant, that means that you might have a legendary mason, say, in 3-5 years, assuming no artifacts. Congrats! That mason has been working longer than most of my fortresses! And, anyways, so what? Legendaries make more masterworks? I've had dwarves who weren't even near Master level make masterwork items!

So, what do I think needs to happen before this suggestion would be, in my opinion, A Good Idea?
1. Make dwarves more eager to work, or at l;east allow more micromanagement to compensate.
2. Make legendaries mean more than "Oh, I can make my rooms worth a crapton/buy the entire caravan with a bin of goods, but now my wealth is high enough that I need every dorfbuck to feed and protect my population." Let Legendaries craft magic arms and armor and stuff! Have them found worldwide guilds which bring your fortress prestige and power! Whatever! Legendary should be more than the end of skill advancement and a blinky sprite.
3. While we're at it, allow learning more from less. Allow kids, peasants, and so forth to watch friends and family work to gain skills! Allow masons to destroy stone practicing masonry, building up skill faster and cheaper than if they were making plain old stone blocks! As long as training can involve less reagents in exchange for less products and the same amounts of skill XP and time expended, great!

52768
DF Gameplay Questions / Re: Stupid unlucky embarks.
« on: January 19, 2012, 11:13:55 pm »
Oh, but that's one of the funnest parts of a new embark! Not knowing! Not knowing just what you'll have in store below, having to work with whatever the earth sees fit to gift you.

Of course, you kinda screwed that up using DFHack. But whatever...

That's the thing, though. I'm all fine for not knowing what minerals I have. The issue is when I see nothing but copper, I start getting suspicious that there IS nothing waiting for me. Nothing but more copper. No platinum, or gold, or anything to look forward to. Just more stupid copper. I mean, why even bother digging down any more? There's nothing there except adamantite, and there's -always- some of that.
I've only found adamantine once or twice.

And if all you have is copper, you need to get creative. Goblinite is useful; incest in traps, especially cage traps, to properly collect. If you have sand, green glass serrated disks stuffed 10 to a trap in alternating rows with cage traps. Or drowning traps, if that fits your fancy. Use magma traps only in extreme cases, due to destruction of most goblinite.

Warning: Above post may contain TV Tropes links.

52769
DF Suggestions / Re: Space men
« on: January 19, 2012, 11:04:30 pm »
I oppose this on principle as well. The simple fact, every dwarf knows, is that the moon up there and all its other strata spheric friends, were all mastercrafts made by a legendary dwarf cheese maker in a farm.  Hence, anything originating from those moons must be dwarfskind, not mankind. 
You're almost right. All of reality is in fact a 9 layer cake wrought by the finest cakesmith in the known universe who, in a fit of raw creation, baked a cake so supremely magnificent that the universe itself felt a bit shabby by comparison and swapped places with it.
I still say they were made out of stone and metal! And that things vaguely like spacemen in concept, and able to mod in actual spacemen, are good ideas.

What about mysterious underground civs putting outposts on the surface? Like a drow raiding party (To use a somewhat stereotypical example) or something like that.


I Like that idea, personally... Maybe not... Drow, but more ancient things.. that aren't elves. Say maybe corrupted Dwarves. After all, elves can't dig, even dark elves. They just make wooden things out of magic. and carry elephants on donkeys. (and probably released the elephants on boatmurdered) Or something else entirely.
Hm, how about...svirneblin, or deugar, or mind flayers, or deep halflings (halflings with some dwarven traits, thus being like a combination of elf and dwarf but shorter), or (locates several D&D books) chokers (small, humanoid flexible aberrations that are VERY fast [old-edition haste]), or derros (small, insane dwarves), or driders (half-spider, half-drow, basically--it's complicated), ethereal filtchers (four-armed one-legged body-faced aberrations) with or without the ethereal, or ettercaps (spidermen, spare me the puns), or formians (ant-outsiders), or gargoyles, or some interpretation of ghouls, or gnolls (hyena-men), or grimlocks (eyeless humanoids with blindsight), or hobgoblins, or kobolds (oh, wait), or magmins (humanoid fire elementals), or orcs, or rakshasas (magical tiger-people), or skum (subterranean fish-people...things...more or less), or troglodytes (the D&D kind, which are basically smelly lizardmen), or xills (four-armed and dangerous, red-skinned people who lay eggs in people paralysed by their venom), or yuan-ti (humans magically infused with snake-essence [more or less], and their descendants), or abeils (bee-people), or avolakias (avolakian? Anyways, giant necromantic worm-like things [more or less] that can mimic humanoid form, have a poisonous bite and 8 claws, heals about as fast as D&D trolls, and prefer eating undead flesh), or desmodu (big gecko-ciliated bat-people that can't fly but have sheets of skin from wrist to ankle, that tame special kinds of bats for pets and mounts), or feldrakes (elves' dragon friends, for when elves won't dirty their hands), or grells (beaked, flying brains with paralytic tentacles and an insatiable hunger), or jermalaines (little rat-fey about the size of actual rats, with no magical abilities past speaking with normal rats), or meenlocks (tiny, clawed aberrations that transform other humanoids into meenlocks), or myconids (mushroom men that grow from cat-sized to giant-sized over their lifetime and gain various types of spores from "distress" and "rapport" to "hallucination" and "animation" [of undead]), or neogi (spider-like aberrations with snakey necks that have umber hulk minions and magically-bound slaves), or spellweavers (weird, six-armed humanoids with great magical skill), or thri-kreen (four-armed mantis warriors), or armands (armadillo-people), or nycters (small, winged batfolk), or shifters (part-lycans). Sorry about the wall of text, I just decided that a bunch of D&D critters would be cool to see in DF, especially since some would lead to the ability to mod in cooler stuff.

But...holy Armok, that's a big wall of text! Again, sorry.

I'll add a bunch of my TV Tropes links later, don't worry. Expect lots of links to "Out Monsters are Different." Maybe bold the monster names or something, to make them stand out.

52770
DF Suggestions / Re: Dwarf Fortress on Android :D
« on: January 19, 2012, 10:34:17 pm »
Think about the FPS. Ugh.

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