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Messages - GreatWyrmGold

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52846
Well...they kinda need somewhere to meet, y'know...

52847
DF Modding / Re: Issues with a modded creature
« on: December 21, 2011, 09:29:43 pm »
Ah, thanks. That worked, the feeding tentacles can get hit after I replaced MAW_TENTACLE with TENTACLE. However, the regular tentacles (the ones that they have instead of legs) have always been in the "TENTACLE" category, so even when they're made of flesh they crush bones and explode skulls. I guess to fix that I could mod bones to be a bit stronger in general, they're basically paper in vanilla DF.
Not sure entirely, but maybe check that it's the tentacle whips. I imagine that if they don't have nails, telling them to scratch with said nails would be buggy.

52848
DF Modding / Re: Kobold fortresses
« on: December 21, 2011, 09:24:55 pm »
Either make a new tool, or change the [MINIMUM_SIZE] in the pick + battle axe's raw to 20000, the size of a Kobold. By default they're 47500, which means the little things would be swinging weapons twice the size of them around :P
No, it means they're a bit under half the size needed to control them. Picks and axes are size 800, which is 2/15 the size of a dwarf and 2/5 the size of a kobold if my two seconds or so of mental math is right.

52849
DF General Discussion / Re: What Would Urist Do?
« on: December 21, 2011, 09:17:23 pm »
Nothing. He'd try to mandate something, but the mandate would end before the first gold goblet could be forged.

What would Urist do if someone transfigured him into a goblet?

52850
DF General Discussion / Re: 2011 Dwarfeys
« on: December 21, 2011, 09:12:00 pm »

52851
DF Community Games & Stories / Re: The Inn of Drowning
« on: December 21, 2011, 09:10:37 pm »

52852
...Gee, I wonder who could have done that?
...
All in the name of Fun, guys...Don't be such elves!

Not when the Fun completely kills every Dwarf in the fort :P

..Why exactly were they attacking the outpost liaison in the first place? o-o
...Wow, that Fun was Funner than I could have hoped! Was an unarmored, naked dwarf that hard to kill? Okay, he had a spear, but...
And as to why...well, I mentioned some anti-government crap...so...mostly to leave the fort in a state of Fun. I considered locking all the doors but decided that would be too Fun until you figured it out and then not Fun enough.

(And, incidentally, there WAS a way out, it's just that it was clogged with a few tiles of 4/7 water.)

52853
Sorry, guys, school stuff got in the way of DF, so I haven't made much progress recently.

52854
DF Suggestions / Re: Civilization Ethics and Religions
« on: December 21, 2011, 08:57:18 pm »
I like this general idea. To quote a (very) recent post of mine:

Of course the races would have to remain true to their own styles, so nothing too crazy like elves making mountain homes and humans protecting forests. What I'm suggesting is that each civ has their own art pref, minor deviations from their laws e.t.c. Which would make for more/less conflicts and more interesting interactions between fortress and civ.
My two cents: Races should have a starting point, defined in the raws and perhaps with some starting variations predefined. All elves start out hippies, all dwarves start out with metalsmithing, all goblins start out evil, all kobolds start out mute, all humans start out...humaney, although the elves might be culturally carnivorous, the dwarves might focus more on traps than on armies, the goblins might follow tundra spirits or something rather than demons, kobolds might sometimes have organization in their governments, and humans might...um...I'm not sure. Then history would shape them. If a civilization of elves protected a fortress of goblins from human attacks, the goblins might join the civ and spread their ideas throughout it, or the elves might show the goblins the grandeurs of the forest retreats, leading to goblin traders bringing pig tail cloth, blood thorn armor, and tame giant bats. Dwarves and humans might trade steel for large human weapons, only to unite against a goblin civ that's terrorizing the trade routes, who then forge a treaty with subterranean animalpeople to raid dwarves' settlements, and causing later goblin armies to include animalmen squads. If unusually humble and kind kobolds came to dwarvish settlements begging for food, and the dwarves agreed for whatever reason, the possibilities multiply to include kobold underclasses, secret raids on nearby settlements occupying prime land, and multi-race forts. Dwarves who value human, um, values might decide plains and savannas sound nice and therefore spread there, engulfing the original human lands and leading to dwarves with access to longland grass, elephants, and pikes. Et cetera. Please excuse the wall of text and the tv tropes links.

52855
DF Suggestions / Re: Very Important Dorf
« on: December 21, 2011, 08:56:00 pm »
I like the idea of normal dwarves still having moods. A no-good soaper who makes his place in the fortress by making a legendary figurine or something? Sweet. I do like the idea of legendary skill levels really meaning something more than master.

52856
DF Suggestions / Re: Considering Races' Roles
« on: December 21, 2011, 08:55:15 pm »
But the ability to make tools with thumbs far outweigh speed gained from walking on all fours.

And no, the wheel is not useless without an engine.


...Have people forgotten how to walk all of a sudden? D:
And about wagons and carts? Which are still used as toys and in grocery stores? God Armok, what is civilization coming to?


removing them adds more chance for variety
Bipeds.  Remember that?  Is this what your asking for, a wider array of variation in biped lifeforms?  Or an interchangeable flag in the raws? 

Actually, I wasn't asking for anything. I was having a small chat about importance of humans in fantasy worlds.

Yes, yes.  But along the lines of monkeys.  As a race.  Humans are monkeys, afterall.  If we weren't, we wouldn't have two bones in our forearms, like our calves.  We are built to balance ourselves on tree limbs.  If we were meant to walk on the ground, we'd have one bone there.  Like other ground pounders.
All tetrapods have tibias and fibulas like humans, as well as radiuses and unlas. Sorry, carry on, zoology is a bit of a sticking point with me.

Quote
As far as humans in fantasy's go, isn't it just the way it is?  I mean without humans how would we differentiate elfs from anything else.  Yeah, they have pointy ears, but heck.. They'd be just the humans, replacements.  Until something more humanly arrived.  Its not so much a matter of humans being in the fantasy, as the human ideal, the human feel, and the human impression.

Combat calculations would stink if we didn't have humans, and human-like weapons. 
So you say we need humans as an "average?" Makes sense, except that currently humans are the largest of all civilized races.


Of course the races would have to remain true to their own styles, so nothing too crazy like elves making mountain homes and humans protecting forests. What I'm suggesting is that each civ has their own art pref, minor deviations from their laws e.t.c. Which would make for more/less conflicts and more interesting interactions between fortress and civ.
My two cents: Races should have a starting point, defined in the raws and perhaps with some starting variations predefined. All elves start out hippies, all dwarves start out with metalsmithing, all goblins start out evil, all kobolds start out mute, all humans start out...humaney, although the elves might be culturally carnivorous, the dwarves might focus more on traps than on armies, the goblins might follow tundra spirits or something rather than demons, kobolds might sometimes have organization in their governments, and humans might...um...I'm not sure. Then history would shape them. If a civilization of elves protected a fortress of goblins from human attacks, the goblins might join the civ and spread their ideas throughout it, or the elves might show the goblins the grandeurs of the forest retreats, leading to goblin traders bringing pig tail cloth, blood thorn armor, and tame giant bats. Dwarves and humans might trade steel for large human weapons, only to unite against a goblin civ that's terrorizing the trade routes, who then forge a treaty with subterranean animalpeople to raid dwarves' settlements, and causing later goblin armies to include animalmen squads. If unusually humble and kind kobolds came to dwarvish settlements begging for food, and the dwarves agreed for whatever reason, the possibilities multiply to include kobold underclasses, secret raids on nearby settlements occupying prime land, and multi-race forts. Dwarves who value human, um, values might decide plains and savannas sound nice and therefore spread there, engulfing the original human lands and leading to dwarves with access to longland grass, elephants, and pikes. Et cetera. Please excuse the wall of text and the tv tropes links.

52857
DF Suggestions / Re: Connecting Siege Engines to Triggers
« on: December 21, 2011, 08:21:07 pm »
Actually, that seems on-topic. Having the ability to fire ballista bolts from weapon traps? Just crazy enough to be worth considering!

52858
DF Suggestions / Re: Pistons, boxes, rigs, weights
« on: December 21, 2011, 08:15:33 pm »
I'd like to be able to make weapon traps without designating a dozen buildings. A few keystrokes, plus one per weapon, like the current system is? Great. A dozen per weapon? No thank you. But, let's see: Choose the weapon (movement keys, choosing the weapon), trigger (at least two or three for part, and the OP describes at least five separate buildings)...ugh. Unless we're talking special traps (swinging logs that damage a line of enemies, for instance), I don't want all of that hassle.

52859
DF General Discussion / Re: 2011 Dwarfeys
« on: December 20, 2011, 05:55:29 pm »
Huh, I thought the sea serpent farms were last year...
Still no dwarfy uses for elves?

Updating OP.

52860
DF Modding / Re: Kobold fortresses
« on: December 20, 2011, 05:41:03 pm »
Secondly, the issue with picks is that they are so big that the kobolds have too much trouble using them.  You need to make a new digging implement such as a shovel, that is smaller than a pick.

Or mod picks to not need to be so big to wield them...erm, I might need to check the grammar on that.

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