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Messages - GreatWyrmGold

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52786
Er, just for the record, I accidentally hit "Reduce Features" on the poll when I meant to hit "Add Features." Is there any way to un-submit my vote?

And I have a suggestion. You've replaced leather with a few standardized types. Could you do the same with soap or other processed animal/plant products?

52787
DF Suggestions / Re: Considering Races' Roles
« on: January 09, 2012, 06:00:18 pm »
I'd like to see a bit more expansion on the minor races, really. It'd be nice if we could interact more with creatures like the plump helmet men, animal men, gnomes and such.
I'd also like this. Maybe some kind of "tribe" type of entity, with random sentients native to various biomes can be better-armed wandering animals, but maybe sending either raiding parties if you kill them, or trading parties if all goes well.

To be honest, they're spelled the same.  I just have trouble spelling mythical creatures because their root words often aren't born of Anglo-saxon words to begin with.  Kobolds may be "spirits" in terms of the actual word, but in popular media, they've typically become beasts or lizard-people.  Depends on what you would like to use for source material.  In any case, I doubt the "Kobolds" of DF are "trickster house spirits" either.  In DF, the only description we get of them is that they have yellow eyes, pointy ears, and are "squat humanoids".  This leaves it WIDELY open to interpretation...
Lizardy kobolds are mainly D&D in origin. I think of DF kobolds as relatives of dromaeosaurs and aves (read: Raptors and birds), which resemble mammals due to pseudofeathers growing in furlike patterns. But that's beside the point.

Quote
I saw posts about War and Humanity so I felt it needed to be addressed.  I'd go through your post line by line on War, but it would honestly derail the topic further.  For now, you can assume you're right, and I'll assume I'm right.
I'd like it if wars had specific triggering events (Lincoln being elected, Archduke Ferdinand being assassinated, stuff that doesn't come to mind at the moment, etc), as well as general forces leading to resentment and such, but that's for another thread.

52788
DF Suggestions / Re: "Bestowed the name" artifacts less common.
« on: January 09, 2012, 05:22:38 pm »
Maybe if named weapons weren't automatically artifacts?

52789
DF Suggestions / Re: Randomly Generated Holidays!
« on: January 09, 2012, 05:21:31 pm »
I'm just not sure, it seems like this would make the game unnecessarily difficult to play.  It's a cool concept and would flesh out the world a bit more...  I just can't see how it would be implemented in a way that wouldn't completely derail the fortress and possibly cause its destruction.

Let's break this down into two main parts.

"...make the game unnecessarily difficult to play."
Good idea, badly worded. DF is already unnecessarily difficult, it's just so in entertaining ways. Holidays? Maybe not so much.

"I just can't see how it would be implemented in a way that wouldn't completely derail the fortress and possibly cause its destruction."
Like there's ANYTHING that can't cause a fortress's destruction? And everyone seems so fond of derailing stuff here...

52790
You can't in DF, only with creatures even smaller than rabbits. (Rabbits aren't vermin, see.)

52791
DF General Discussion / Re: Raining Blood
« on: January 09, 2012, 05:16:33 pm »
Just give blood...that tag that lets alcohol but not lye or whatever be drunk.

52792
DF General Discussion / Re: Terra Nova!
« on: January 09, 2012, 05:14:49 pm »
Makes sense, but I can start now. How much can be drastically changed?

You have been reading the dev log, right?  Anyway, the new version will likely only causes minimal bugs.  Most of the features not relevant to your mod can probably be turned off at worldgen.
Let me rephrase that. How much that is relevant to dinosaurs and that can be changed for a mod, be drastically changed?

Watching season 1 of Terra Nova ... it just feels like dwarf fortress mod.

You know you play too much DF when everything else starts showing similarities to DF.
I know. I found myself comparing colonial America (or at least Colonial House, an old program from some educational channel where people tried to simulate colonial life) to DF before I realized how much DF had changed my psyche.

52793
DF General Discussion / Re: Cages.
« on: January 09, 2012, 05:12:07 pm »
Omg this is so easy i am a fool.

Thank you =)

Nothing in DF is easy, and no one that masters its arts is a fool.

52794
DF Modding / Re: Modding science: unkillable creatures.
« on: January 09, 2012, 05:11:22 pm »
VERY vaguely on topic, how do you get a creature to be constantly on fire and to heal faster than it burns?

52795
DF Modding / Re: Wamblers that stumble -FWOOM- bumble
« on: January 09, 2012, 05:03:54 pm »
EDIT:
Setting a playable creatures blood type to anything other then liquid causes them to refuse to eat or drink (in fortress mode)

Now that is weird.

52796
DF Suggestions / Re: Space men
« on: January 09, 2012, 04:46:30 pm »
Maybe, instead of from space, we could have settlements of demons/angels/squid/whatever that are here to observe, and have access to powerful magic/technology/whatever, but don't try to expand, just to protect themselves, that might appear and/or disappear before or during worldgen. I can imagine a rift to Hell opening near a dwarven settlement, and the dwarves fighting a war to defeat the mighty hordes of Hell...it is glorious.

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.[/url]
Don't be ludicrous! Only stone and metal can last as long and perfectly as the sun(s??) and moon(s?) have! Therefore, the moon is made of marble or something, and the sun is gold or maybe limonite.

52797
DF Gameplay Questions / Re: Do bad thoughts go away?
« on: January 09, 2012, 04:40:52 pm »
Thoughts from dying in battle do not go away. The dwarves are too busy decomposing to care.

Thoughts from friends dying in battle might; I'm pretty sure I've seen thoughts go away eventually.

52798
DF Suggestions / Re: Hauling Magma
« on: January 09, 2012, 04:36:43 pm »
Now I'm wondering why nether cap is cold, and am trying to come up with a "reasonable" (or completely absurd) explanation beyond magic.

...Maybe it somehow expends heat energy in order to grow...? in which case it would actually make a lot of sense to keep it away from the magma. :-\ Far away.

But then why is the wood itself cold? If only the live trees were, I could see a heat-living tree living in the caverns just above the magma sea. But the wood is cold.
And I know they're technically fungi, but who cares.

52799
DF Gameplay Questions / Re: Cavern level 3 connects to 1
« on: January 09, 2012, 04:33:37 pm »
I've been digging down for the magma sea. As I was doing so I opened up a cavern level 1 and got two downward passage marks. I then hit the cavern level 2 and finally cavern level 3. Should I be worried about monsters from cavern level 3 invading my not-so-well-defended level 1 entrance and entering my fort?
So far only a hungry head has come up.
Flyers might, but nothing else. Think about it for a sec: Flyers fly. Walkers don't. If creatures can't get to you, they can't get to you. Of course, if you can see the floor at the bottom, the occasional crundle/plump helmet man/etc might freak out dwarves working near the pit, but that's easily avoided.

52800
DF Gameplay Questions / Re: Horse has gone berserk.
« on: January 09, 2012, 04:29:22 pm »
Liasons donīt care how long they have to wait. As my baron was pretty busy doing other stuff he ignored the liasons for years.
Then as I finally stopped giving him work he attended the meetings. He needed like over a year to get through the dozens or so liasons.
Merchants go insane but Liasons are just chilling.
Unless you sort of just built walls around your liason, then killed/replaced your leader, then the liason would get disappointed, try leaving, and go insane.
Pretty much any time someone decides "Time to go!" and discovers he can't. A few weeks/months later, insanity!

Liasons donīt care how long they have to wait. As my baron was pretty busy doing other stuff he ignored the liasons for years.
Then as I finally stopped giving him work he attended the meetings. He needed like over a year to get through the dozens or so liasons.
Merchants go insane but Liasons are just chilling.
Unless you sort of just built walls around your liason, then killed/replaced your leader, then the liason would get disappointed, try leaving, and go insane.
Exception noted.
Of course when you do that you want him to go insane and most likely train some recruits :P

Or you just want to get rid of a noble, and an insane diplomat is a bonus :)



Hmm, Now I know what I will do on my next fort. Make my baron/major super busy until I have arround 10-20 different liasons in the fortress. Than burrow the noble, seal the entrance and then replace/"replace" him. Insane berserker will attack anything in sight, donīt they?
Berserk dorf corpse ;]
Fixed that. The 3-7 out of the 10-20 that go berserk will likely kill each other (and the 7-13 that go melancholy or plain ol' mad), and if not, there won't be tons of training for the recruits. You'd better have them ready...

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