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Messages - GreatWyrmGold

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52876
DF Suggestions / Re: Connecting Siege Engines to Triggers
« on: December 15, 2011, 10:50:12 pm »
I like the idea of putting them inside weapon traps.
Wait...you want to be able to put 3X3 siege engines inside 1-tile weapon traps?
The mechanism was built so good, that it came with extra dimensional space.  However as it was fired, dark forms with dark intentions, crept in.
...I'm pretty sure you're being sarcastic, so I won't say anything.

Quote
The problem I see with the OP's suggestion is it thwarts the players involvement in its operation.  I enjoy toggling its status.  Fire at will, rotate, etc..  I'd hate to lose that ability.
I'm not sure what the difference is. You could always make a water logic system if you wanted to kill everyone that went through a certain corridor...
Being able to set it manually, strokes my fancy.  A trigger pinches my nipples.  That's all I meant.  If I could have both, I'd be ecstatic.  I'd also love me some trajectory choices aswell as two ammo choices.  Miscellaneous Items(MISS), or Ginormous(OUCH).  Dialogue as follows.

"Angle and Vector, Sir?" 
"NNE, 70 MISS, Make it so!"
And now I'm having trouble understanding what makes it different from a normal ballista...except maybe control from a different area...

Quote
To my logic, having a straight up trajectory, would be completely something a dwarf might do.
What, so that he'd hit himself?
Yes. Of course.  Or if it was automatic, it could secure a restricted vicinity like a flapping atomizer, without slowing down production or training.  Are siege missiles friend or foe?  Or just always foe?  I haven't the foggiest.  *shrug*  Ya didn't mention if you thought it dwarfy or not?  *frown*  :-*  Couldn't it propel a rock up through a hatch, the hatch would then prevent back splatter?  Or why can't it propel itself, an enterprising young dwarf could turn a catapult over and ride four catapults into battle.  He might need a crutch or two to act like stilts, but it'd work, wouldn't it?  I dunno.
I don't think any of those ideas would work well. Hatches aren't one-way unless you close them after firing; catapults don't have enough force to propel themselves; etc.

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Another thing siegecraft needs changed, is to allow catapults to fire anything, not just rock.  Anotherwords, with an automatic catapult, a dwarf could fire himself, back and forth, via two aimed respectfully at each other.
Hm, although this isn't really related...Dwarven ping-pong?
Elevator.  Fire himself across a chasm, to chop some wood.  Fire the wood back.  Shoot up 6 levels a stray cat.  Hatch could prevent it from falling back down.  Fire down onto my mass pitted cages.  It all goes into trajectory.  Although this idea of ping-pong, yes, has to do with improving travel, or safely securing burrowed dwarfs from wingless threats.  And it would be hilarious to watch, those guys flying back and forth, to practice up their skills.  Forcing them to break their legs, to improve crutch walking.  I can see danger room-like applications springing up, but that's the chance Toady would have to take with any change.
[/quote]
Hm...Neat idea! Too bad pathfinding would be spotty at best.


How about a vertically mounted ballista?

Send a Goblin to the Moon (DF worlds have a moon, right?, or multiple? proceedurally generated combinaions of moons/tides?)
Wouldn't work. Even if you could load goblins into ballistae, they couldn't reach the moon. In theory, they might splat on the ceiling.


I like the idea of putting them inside weapon traps.
Wait...you want to be able to put 3X3 siege engines inside 1-tile weapon traps?
The mechanism was built so good, that it came with extra dimensional space.  However as it was fired, dark forms with dark intentions, crept in.

simple really..just put the siege engine inside of a cage and the cage in the trap there by taking advantage of 'cagespace' which is already a well documented branch of dwarven physics.
...No, just no. Cages shouldn't work like that, nothing else should work like that, and oh you're not serious aren't you. The internet needs some kind of universal sarcasm sign...

52877
DF Dwarf Mode Discussion / Re: A Metal Mechanism Question
« on: December 15, 2011, 10:12:39 pm »
I'd suggest using aluminum, platinum, or (if those are unavailable in the quantities you desire) gold, and save the steel for the militia. Those metals also have higher value and, therefore, higher profit margins.

52878
DF Dwarf Mode Discussion / Re: Dwarves on Hunger Strike
« on: December 15, 2011, 08:56:43 pm »
Well, you had Fun. And, more importantly, you know. And knowing is half the battle.

52879
DF Community Games & Stories / Re: The Inn of Drowning
« on: December 15, 2011, 08:54:21 pm »
What's going on?

52880
DF General Discussion / Re: Dwarfy Christmas Carols
« on: December 15, 2011, 08:51:51 pm »
Goblin Claus is coming to town! Added it to the OP. Considered and rejected Urist Got Run Over by a Reindeer.

52881
DF General Discussion / Re: What Would Urist Do?
« on: December 15, 2011, 08:49:04 pm »
Nothing. That situation is impossible on multiple levels. For instance, dwarves always have extra socks, and wherever they are can be home if they expend a little effort making it, eat there, or even walk over there from far enough away.

What would Urist do if he was run over by a reindeer?

52882
From the journal of “Great Wyrm Cave Dragon,” nerd and planter.
Granite 1, 58
It's not every day you get to be an overseer, is it? I swiftly begin work on our humble (yeah, right) abode.
We might live above ground, but for Armok's sake, we aren't elves! Reminds me...Idea I had for an adventure. Elves living in a tower built by dwarves...maybe it'll help me get pre-feedback on some plans I have. Like cutting down all the trees. We aren't elves, for Armok's sake!
I order a couple of surplus livestock culled, and find pastures for the rest. The yaks are outside the tower, but the rest is inside.
I reset the trade depot so that we can steal from the elves.
Looking at the food area...um. Have you never heard of DSHA? Hel-lo? Falling means that you go at least 20 feet, maybe 30 or more, and splat! No more you, if you're lucky. Thankfully, we're surefooted from walking around up there, but between migrants and the possibility of a goblin attack firing arrows at us, we need walls at some point.
The bedrooms we have are all just beds, right next to each other. Yippee. Let's get some REAL bedrooms, neh? And while we're at it, let's start designing some kind of neato drowning trap! Hm, we need a mechanic...Hell, I'll mechanise our fort!

Better get started.


Oh, look, a dog gave birth.

Granite 9, 58
A calf grew up.

Granite 15, 58
A bull was slaughtered.

Granite 16, 58
A badger gets angry at the very existance of a woodcutter.

Granite 18, 58
Another dog gave birth. Sure are fecund...

Slate 4, 58
An ewe gave birth to a lamb.

Slate 9, 58
A mule was slaughtered. Good, it was starving. And a kitten, too, who was not. Ah, the second butcher's shop was finally built.

Slate 10, 58
A dog was slaughtered, and a water buffalo, too. The butchers are really working hard!

Slate 14, 58
A yak calf grew up.

Slate 15, 58
A cat gave birth to a kitten.

Slate 17, 58
Another ewe gave birth.

Slate 19, 58
A cat gave birth.

Slate 27, 58
We didn't attract any migrants. Odd.
[First time that this has ever happened to me. Why aren't migrants coming? I bet fortress wealth has something to do with it...

Felsite 6, 58
A kitten grew up.

Felsite 16, 58
The elves have arrived. They brought wood armor and weapons, a turkey, berries and seeds, a yak bull, a donkey, a cougar, and of course a bunch of random clothes and wood crafts. Well, we'll try trading...

-----

From the journal of Thaci Raptorsung

Maple 16, 58
We've arrived at a dwarven fortress called Buriedarms or something. Sounds good--they probably mean they've rejected the means of violence and stuff. They are unlikely to kill us! Of course, there's a chance that they have a drowning thing set up or something, but Queen Imaza is requesting some fine dwarvish stonecraft, and High Druid Cacame is interested in buying any weapons they want to get rid of.

Maple 18, 58
We found our way to the depot.
This place is...odd. It doesn't use much wood, but it somehow seems to violate elvish sensitivities just by being so...big...and square. Well, there's some dwarvish crafts here, so it can't be that bad.
It seems that the tower is being remade. Big chunks are being removed and added, and people are talking about “That crazy nerd's drowning trap.” I don't think it should worry us; the depot isn't very near the renovated area--in fact, the depot doesn't seem to have walls at all. Nor do many other places.

Maple 20, 58
The overseer greeted me and my cousin Iwethi Lovewasps, and invited us to play a game he calls “Caverns and Cynarrds.” Sounds like fun!

-----

Felsite 20, 58
I changed my mind about trading. I lured the elves away with a game of Caverns and Cynarrds. I wonder what they'll think about it...I hope the others can dissasemble the depot quietly.
[Incidentally, cynarrds are mythical creatures to people who live in a world of elves, werewolves, and dragons. I didn't think of what they look like when I made up the name, but...I guess they're something like a cross between a frost worm and a nightmare, but with fur and a bunch of little arms.]
A yak gave birth.

-----

Maple 21, 58
I made a half-crundle (other half dwarven, it's implied) dendromancer, while Iwethi played a kobold thief (which I said was redundant), joined by a dwarven priest, a human dark oromancer, and a gnoll berzerker played by a few dwarves. The leader, a...quirky (for a dwarf) academic type who gets distracted every few minutes, scratching at some map or note-pile or another, and a couple times even ran off, yelling about axle leakage or something. It sounded...important, I guess.
When we broke for a quick break, I discovered that the depot was gone...the dwarves just looked around, whistling. I decide not to tell anyone...I don't want to tell Imaza that these dwarves would lose such a big, important building. Cacame would see through any lie we told...
Well, I just got Kkurest to third level, I might as well try and see if we can defeat the dark vivimancer. After he raised that treant...ugh, I can't stand the thought of him!

-----

Felsite 25, 58
The elves are quite good at C&C. I never thought any dendromancer could kill a cave dragon, wyrmling or not, with a simple Animate Wood before 12th level! And who could have expected a kobold to be the best diplomat in the party? Roleplaying is everything. I get the elves to let us keep everything they had if we “find the trade depot” in exchange for five copies of the C&C CRb.

Hematite 1, 58
It's summer!

-----

Not much happened in spring. I've mostly been building a bunch of stuff. I continued to build the pathway, started a dining room and dormitory, and (as you may have guessed) a drowning trap. It will involve several pumps, some levers, and a bridge to empty the 2nd level of the tower after enemies get that far. Oh, and a floodgate to keep the water from flooding the lower level...maybe that won't be needed, actually...REDESIGNING AGAIN! Well done, guys.

-----

Hematite 9, 58
A yak gave birth.

-----

Juniper 14, 58
We need to leave soon.

Juniper 18, 58
We bid our dwarven companions adieu and leave.

-----

Hematite 24, 58
No migrants again. What happened here?
Damnations, we've got a major labor crisis here!

Hematite 25, 58
I have the depot rebuilt.

Galena 10, 58
Wow. It's been a couple of busty months. Geez, I'm getting tired.
Progress is being made on the drawn droni watery trap, but slow progress. The pumps are done, the drainage is done, and the trigger is done, but we still need to get power hooked up. This'll take a while; the wind is too weak here, so we need to get snaking chains of gears and logs to reach the river and a few waterwheels. The central entrance path is taking a dife different, shotershortes path to the centr hell with spelling. It's being rushed a bit. A road-tpye structure is being built to allow continuedd clay collection; grass keeps growing in the clay areas. A large olatform is being built with a well to give us emergency drinking stuff. A sid tower is being built, hopefully with self-sufficient capabilities. Finally, in response to a supposed sighting of a large black rectangle thing, some peopke are starting to build a similar monolith out of clay. I've heard a couple say something about how it's going to eventually be 120 feet tall; its base is about 13x53 feet. Something about squares of primes. Seems stupid to me, but others probably disageree. I can't stop it, and won't order it destroyed. I've never been very religious, but...this thing just freaked me out. More immediate is dealing with the labor crisis and stuff, and maybe a cult I've heard rumors of.

Limestone 1, 58
Autumn. I think we can trade with them using all the stuff we stole from the elves and first caravan. If not, there's always the ol' “running depot” trick.
We've got a weapon trap in the entrance, and I decide to order a couple cage traps.
A puppy grew up.

-----

Nothing much happened in summer. Okay, a monolith megaproject. Okay, maybe a sixth of a monolith. The well is half-built, a neato aboveground farm is being watered. Not much progress.

-----

Limestone 4, 58
Soon, the twisty entrance corridor will be complete!

Limestone 12, 58
I set up a meeting hall around our well.

Limestone 20, 58
A dog gave birth.
While I'm here...The monolith that that cult is having built has reached almost 30 feet.

Limestone 21, 58
Another dog gave birth. Wow, coordinated...
We now have more than twice as many animals as dwarves. I hope we get migrants soon.

Limestone 24, 58
The watering thing is finished. A couple farms are being set up.

Sandstone 4, 58
Another season, another lack of migrants.
[WHAT! THE! HELL! IS! GOING! ON!]

Sandstone 22, 58
A jewler walled himself onto part of the wall. Oops. An emergency bridge is being built to retrieve her before she starves...she's sleeping? Oookay.
Aaand now the cook did the same thing. I'm having him take down the wall, to be rebuilt later...okay, maybe I'll...do the same thing I did for the jewler. Hope it's fast, he's getting hungry...

Sandstone 23, 58
I just had a great idea for freeing those two! They'll be speedily freed! It's just like my first C&C character did! Okay, he used loamancy, but still, the similarities are eerie...
...Maybe I shouldn't use any plan that required a mid-level priest and a hit point total in the triple digits to survive.

Both arms, one leg, a nose, and his shoulder are broken; his liver, guts, and torso are bruised. This evidently hurts. Can you say, “At least he didn't starve?”
How about “I'm glad you set up that makeshift hospital in the dorm?”
...How about “He shouldn't have walled himself in to begin with?”
...Aw, shit.

Oh, dear! His spine and leg were broken! She'll be paralyzed for life! All two seconds before her head was caved in. Such a shame.
Okay, dropping dwarves from 40 feet is a BAD idea. Making a coffin.
And to make things worse, it started to rain.

On a happier note, two ewes gave birth.

Sandstone 27, 58
Aww, two new kittens!

Sandstone 26, 58
Aww, two new kittens!

Timber 3, 58
I FINALLY finished something!
(Woulda put a screenshot here, but decided it mattered absolutely zip. Just a line of walls around the top of the food stockpile.)
I promised I would...And I did!

Timber 4, 58
A casket was built for the jewler.
The cultists are finishing another layer of the monolith. Hell, I guess that religion is good...if this is religion. And we don't have any temples, so a simple monolith isn't too much to ask for. Right? And it's not like it's taking much away from the workforce.

December 15, 2011
One of the compressed files has errors on it? Shit. At least I saved a compressed save saved from the end of spring. I'm going to be shifting stuff around, for instance moving the monolith sighting up a month or two and not making the path as long. Also, I'm moving the local monolith.
What all happened? The monolith climbed higher, the drowning trap neared completion...etc. Nothing much was lost, except time and death.

Well, I got about a week into Hematite, but I have some results to show.







Happy?

52883
Bear in mind, this'll make a black space occur ANYWHERE that ANYTHING obsidian is.

52884
DF Dwarf Mode Discussion / Re: It's over. (At least in England)
« on: December 15, 2011, 08:01:19 pm »
Are you implying it is because other people are trying as hard as possible to nuke them from orbit before I can even see one? I mean, I knew my country was batshit crazy, but that's a little extreme, don't you think?

Speaking as an American, we are not all that "batshit crazy/"
Speaking as a human, some of us are even crazier than that.
Speaking as a DF player, MAGMAAA!!!

Bring them to Australia, they'll be right at home with the other venom spitting/violent/nasty tempered creatures.
I know you're (probably) not serious, but, really bad idea. Rabbits were evidently "right at home with the venom spitting/violent/nasty tempered creatures," but the creatures weren't at home with the rabbits. And think about what badgers could do, if rabbits could do so much...

52885
DF Modding / Re: Modded-in plant not working?
« on: December 15, 2011, 07:46:57 pm »
i seem to remember something a while back about the filename messing up if it had more than one underscore in it.  You should try just plant_bulb.

Doesn't vanilla have stuff like creature_large_tropical?

52886
Both on my flash drive, that wasn't my update, sorry I pretty much forgot screenshots, the save got corrupted so I had to start back in summer, and I'll get an actual update up as soon as I get some screenshots of the fortress as it is.

52887
First off, d-b-d, no caps, to dump stuff. Second, trading clothes means you can spend your effort on other stuff. Third, you seriously want naked goblins to come steal your young dwarves? Fourth, there's a couple mods at least which remove/don't add clothing, and it's fairly easy. Fifth, DF goes for maximum realism, and sanity be damned!

52888
I got partway through autumn. One death, one mangling. Protip: Don't drop dwarves six z-levels just to free them from behind some walls.

So far, there's a dining room, safety walls, a cult devoted to a black monolith, about a fourth of a clay monolith, a bunch of baby animals, elves, NO migrants, and a bunch of other stuff.

52890
DF General Discussion / Re: Dwarfy Christmas Carols
« on: December 14, 2011, 10:11:07 pm »
...Urist, I was about to do that!  :'(

EDIT: Actually, my idea was a lot different.

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