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Messages - GreatWyrmGold

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52801
DF Suggestions / Re: Possessing Ghosts
« on: January 09, 2012, 04:24:19 pm »
Poltergeists.

Urist McDwarf cancels watching TV. Interrupted by contact with the afterlife.

Theyyyy're heeeeere...

On-topic, +1 for the OP's suggestions, so long as it's moddable (probably work via interactions or something).
Thanks for trying to stay on topic. Yeah, moddability would be nice...hm...

Hm...ghost adventurer helping future adventurers.
Or, better yet, legendary axedwarf, legendary weaponsmith, and adventurer spirits, bound to an artifact axe, abandoned in a monster's lair on the adventurer's death, helping future axedwarves. Just to take it to extremes.

I like this suggestion. Lot of nice detail in it.

Mainly liking ghosts posessing items to help/hinder whoever is trying to use them, but maybe it would be better if the more terrible effects (like a suicide-ghost or a 'triggering all the things'-ghost) be confined to haunted/cursed areas, or during certain times and events (the anniversary/month of their death, if their tombs are defiled, etc).
Some limits would be nice, but some things should be constant, or at least mostly so. Otherwise, you'd better hope the goblins stage their big siege on the week/month that a bunch of soldierdwarves animate statues and walk around the fortress...

52802
DF Gameplay Questions / Re: !!sciencists!! required
« on: January 09, 2012, 04:20:13 pm »
Just to point out, hatches are indestructible from below. As far as I know.

52803
DF Suggestions / Re: IT'S TOO EASY!
« on: January 09, 2012, 04:18:43 pm »
Well I think your right but every solution you suggested has been suggested before, except maybe the alcoholism part which doesn't sound right in my ears(dwarves drinking too much? phfft ???).
Dwarves should be alcoholic, it just shouldn't affect them. There's a good reason dwarves drink alcohol--what little water most would have access to is tainted somehow, with the best quality and quantity coming from monster-infested caverns. So they brew alcohol from plants and their juices.

-----

IMHO, the game's difficulty is mostly okay. A beginner can make a fort without fear that wild wolves will kill the dwarves and eat their food before a decent meeting area and farms are built, nor that goblin raiders will be raiding before they've had a few migrant waves and a caravan (not to mention plenty of prospecting time for local metalsmithing and maybe a couple moods) allow them to make a basic militia and some traps. And so forth. It could use some work, but we have to think of noobs, too. No one will play the game if you have to be an expert to not die before you can learn. Ideally, though, later-game challenges would be harder, or else more later-game goals would open up. The War Arc will help the latter; social friction among the fort will aid the former. But outside danger is fine, except maybe that semi/megabeasts and really late-game sieges need to be beefed up (maybe have them wait longer, and/or tempt the player with the occasional siegetime desperate migrants or caravan?)

52804
DF Adventure Mode Discussion / Re: Consort of the Moon Ogre
« on: January 08, 2012, 09:34:25 am »
I've been pretty addicted to adventure mode, and I've generated a mostly evil *pinkie* map. Now there's a ton of lairs around with consorts of the moon ogre. I'm guessing these are ogre's. Anyway they're immune to pain and suffocation and the only way for them to bleed out is hitting a major artery or like 3 normal arteries in a row (I think: it could be that I accidently missed a major artery being hit in those battles, as I sometimes hit a bunch of arteries and no death). Even getting shot in the skull rarely kills them, normally they just get a fractured skull, even 5 times if needed. I figured this was normal as I'm playing an elf bowman and that arrows simply didn't have enough penetration to hit through the bones or thick muscle tissue (despite bones being chipped or shattered by every hit), but as I got further fame I was able to find Minotaurs and despite those supposedly being "stronger" they just keel over after a single hit (most hits chip a bone, causing pain) and smashing their skull with a bow usually kills them in 2 hits. Ogre's are actually more comparable in strength to the Titan I found, both take about the same tediousness to kill (15-20 arrows).
DF is a dangerous world. Dangerous worlds lead to people who are generally badass, which leads to their predators becoming stronger and tougher. EVERYTHING in DF is tough, especially if (like night creatures) they have [NOPAIN]. Also, shattering a skull does nothing unless part of said skull enters the brain. Weird, but that's the truth of it.

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Also, how on earth (actually I mean how in Dwarf Fortress...) can an arrow actually kill a gigantic megabeast? I can see how it can injure the thing, but how is it supposed to get past even the skin and muscle, let alone the bones? Yet every hit shatters bones and tears muscle and tendons. It would make more sense if they weren't immune to pain and the arrows simply didn't get past bruising the muscle but instead they (especially the ogre's) prefer to continue crawling after me despite literally every organ except the brain/heart torn and every bone in their body including the upper spine shattered. I can only imagine the guy crawling after me screaming "You pansy! Come back here! I'll bite your leg off!".
Question the first: Blood loss, or lucky eye-shot. Question the second: [NOPAIN].

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One final question: Does the game really generate every creature? What I mean is does it really simulate how they live and died and is it really the same guy or rather just a "name"? Some of these legends are really on the level of hilarity as Monty Python or Don Quixote, and they're not exactly rare so are they just generated so often due to the chance because of so many creatures being generated? Or are creatures generated and then "fitting" names ascribed depending on their history? Of course humans and dwarves have different names, and dragons are usually named after gems but when I see Ustra burned the human Ac Steamysears in dragon fire in Villagebones I'm guessing that isn't pure chance. What about those rare near gods that killed off 50% of the megabeasts, and zillions of random ogres and trolls (I'm talking a solid minute of page down here) then die because of a badger?
First off, I highly doubt any of those ogres or trolls were killed by badgers. Probably old age got to them. Second, it sorta does. It knows how many people live where, but currently tosses the exacts out the window so that each world takes up less space than the complete works of Shakespeare. There is an option to cull unimportant historical figures, but I think most are culled even without it.

52805
DF General Discussion / Re: Terra Nova!
« on: January 08, 2012, 07:46:27 am »
Makes sense, but I can start now. How much can be drastically changed?

52806
In case Kisame changes his avatar, or if it's too small:
Spoiler (click to show/hide)

52807
DF General Discussion / Re: Cages.
« on: January 07, 2012, 08:41:51 pm »
I know how to hit "K" and look at it.... but it seems I can only dump the cage itself from there? Is there something else I can try?
Hit - and + until you have the cage highlighted. Hit Enter. You are looking at the objects and creatures in the cage. Select the objects (corpses are objects) you want to dump. Easy.

52808
DF General Discussion / Re: Terra Nova!
« on: January 07, 2012, 08:40:43 pm »
Watching season 1 of Terra Nova ... it just feels like dwarf fortress mod.

You get migrant waves (and sole member of original embark who survived alone till first wave and is now mayor).

Yiu get taste of dwarven job assigment when hero gets farming enabled till powers that be decide that sheriff is needed to deal with criminals.

There is walled-off fortress with small farmland inside. You overhear concerns about having enough housing for next migrant wave.

There are ambushers, even siegers in finale. They are dealing with wildlife and stuff.

All in all, it feels dwarfy.

(So, actual mod, anyone?)
I know what you mean! I'd work on a mod, but, well, I am not very good at modding. Maybe with extensive help from this forum and Tv Tropes...maybe Wikipedia if I can't find out enough from Tv Tropes...Hulu if I'm desperate...


Can't were turn the number of cavern layers to 0 and the number of HFS to 0?
Yup, in advanced worldgen. And you can up the number of layers between the surface and the magma sea. This will, of course, lead to volcanoes being empty.

52809
86. Can your game let you build a computer?
86a. If 86=true, was it in a cave, with a bunch of rocks?
86b. If 86=true, is it capable of pseudo-intelligent responses, a fully functioning calculator, or Turing-complete?
86c. If 86b=true, are all of those possible?
86d. If 86c=true, can you make it with MAGMA?

52810
DF Adventure Mode Discussion / Re: favorite punishments
« on: January 07, 2012, 08:33:07 pm »
I have a jotunar (Fortress Defense) adventurer who liked slicing enemies in half with his axe. An axe modded in to be ginormous.

Sadly, he was ambushed before he could reach civilization, and died, having killed nothing but bogeymen. Weird. Usually I beat up ambushers easily, even when outnumbered, and die to bogeymen.

52811
DF Adventure Mode Discussion / Re: Closest near-death experiences
« on: January 07, 2012, 08:29:48 pm »
My helmless adventurer passed out while being attacked by bogeymen in the middle of the night. Bogeymen, who can kick in an adventurer's skull through an iron helm if sufficiently lucky...and they often are. Several, pounding my adventurer for hours before dawn broke.

52812
DF Modding / Re: Did anyone else?
« on: January 07, 2012, 07:56:24 pm »
I wanted to make a mod like that despite not having seen any version of Planet of the Apes! I did read the novelization of one of the movies, though.

52813
From the diary of Wyrmsgold:

The slaughter of the elves, while perhaps just and undeniably profitable in the short run, will run this settlement into the ground if it continues. Did they not see the steel? Did they not see how much steel was frittered away on trinkets that they were willing to trade with a marginal colony of an enemy power? Idiots! Clearly the work of Khorne, or maybe Tzeench.
Defeating the Juggernaut showed me that these humans are...powerful. Their arrows are not merely annoying, they are works of deadly art. And the warrior Pokonic...and the siege...and the Cygor...impressive. I'm having second thoughts about the invasion, for more reasons than this...
The nobles here seem harsh. I hope that these notes are not found...
The people here are excellent artisans. I wish I could reach their level.

--------------------------

I personally think that any race with neat, exotic creatures or steel-grade or higher metals should be traded with, not killed.

52814
Check those bait kittens, if they aren't dead. It might have something to do with a vaguely-remembered bug about bodily fluids from weirdly-named critters.

52815
DF Adventure Mode Discussion / Re: Are carving knives bugged?
« on: January 07, 2012, 07:30:34 pm »
With decent force, whips can cut stomachs open.
Imagine one wielded by a psychotic green creature.

Now imagine a leather whip cutting a 6 inch steel plated tank in half.
Not leather, metal. Leather ones likely wouldn't be much better, but that's beside the point.

http://www.youtube.com/watch?v=vcPr-AP1Vss This with a sizable blade at the end and...
whips would accurately  represented, quit being but hurt over that expendable steel peons.

If you noticed, those wouldn't have been used against European Knights armed in steel plate. Or tanks for that matter.

Oh, but they would. Steel plate armor is pretty easy to dent with a pickaxe, and this should be easy enough to dent (or puncture) with a well placed blow from a pointed weight.  That type of whip to me appears to be a pickaxe at the end of a chain. So a pickaxe, with greater force applicable due to the length of the weilding arm + chain.

Otherwise, it must work like this: http://www.youtube.com/watch?v=kxjrxIGnvVk&feature=related

So a novice using a specialist weapon would be able to defeat a skilled swordsman in full solid plate? This isn't the segmented stuff the samurai used :P
Goblins soldiers, who are the most common users of whips and (IIRC) the only users of scourges, aren't novices; they're career raiders. Dwarven militias are lucky if they are skilled or in "full solid plate," and if so blessed are likely outnumbered. Your argument is valid for the real world but misrepresents the typical DF situation somewhat.

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