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Messages - GreatWyrmGold

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52936
DF General Discussion / Re: Gah! Minecraft. Rage!
« on: December 07, 2011, 08:19:33 pm »
A forceful rant but it doesn't really belong in DF General Discussion. 

Anything that promotes the idea of a DF/Minecraft/Terraria rivalry is pretty un-fruitful.
...Looking up Terraria to see what it is. MineCraft looks interesting to try, if not worth the $15 dollars when DF is free and more complex/interesting/etc.

I am, in no way, trying to tell you that you are "Better" in any way for playing dwarf fort, though I can't help thinking that myself sometimes. I play both minecraft and dwarf fort, and I simply think that they are different types of games. Minecraft is good in it's own right, but I prefer my dwarf fort.
My brother won't touch DF. I don't think I' better because I play it; I think I'm better because I try it, as well as the FPSs he plays.

...we manage to have forums that can carry intelligent discussion without minimal flaming, trolling, and meme abuse.
MAGMAAAA!!!!
Huh, bold impact doesn't work well, does it?

I think this applies. Or at least hope it does...

52937
DF General Discussion / Re: Dwarfy Christmas Carols
« on: December 07, 2011, 08:02:06 pm »
Added Lemunde's and my FD "DYHWIH."

52938
DF Suggestions / Re: kobolds
« on: December 07, 2011, 07:48:51 pm »
In response to my quote:

A. I've already gone over Kobolds being carnivores...
B. Farms cover animal husbandry.
C. Giant Badgers, Giants, Giant Scorpions, Lions, Giant Lions, Jaguars, Dwarves, Giant Jaguars, Land Sharks, Zombies, other Kobolds, Gremlins, Trolls, Wolves, Dire Wolves, rogue cats, Humans, the odd psycho Elf, a sock, a bronze colossus, everything called Steve, Goblins, the Thing, anything that can hold a weapon, anything that can kill without a weapon, Dragons...
A. Hm. Forgot about that.
B. Hm. Forgot about that.
C. Kobolds ain't crystal glassmen. Sure, the bigger animals you mentioned would kill an armed kobold, and "anything that can hold a oweapon" probably could due to their greater size, but if cro-magnon and the like could kill mammoths with wood, bone, and stone tools, then kobolds should be able to at least escape most normal animals, and, due to their metal daggers, kill a fair fraction of them.

Here's the problem: That's not one.
(Not a problem, that is.)
Hungry heads were probably inspired by vargoiles (horrible mispelling). Voracious cave crawlers were probably inspired by carrion crawlers. D&D is iconic fantasy; DF tries to create something like iconic fantasy. It fits together that way.
Dunno about Dragon Age, though.

All I'm saying is that something being the case in D&D (or any other work) does not mean it's necessarily so in DF. At all. Something being true in D&D isn't an argument for what is (or should be) true in DF whatsoever.
Nor is that a reason for an argument against any idea. Granted, if it's the only reason, go ahead, but it isn't. Attack the idea, not the inspiration.

Among mammals, kleptoparasitism is considered a trait of hyenas and jackals, who steal from other carnivores' kills. But that doesn't mean that these species cannot hunt themselves, if the opportunity presents itself.

People don't seem to be aware that Lions steal more kills from Hyenas than the other way around. Now you do!
Too much science gets in the way of some people understanding.

So, you could do it so kobolds steal everything, but suffer hunger less than others do? So maybe it takes longer for a kobold to starve to death, or something.
I don't think kobolds should starve to death slower...well, except for what their lower size implies. Their ability to survive famine relies on that, when their herds die, the wild animals leave, and the bigger races guard their food too much, they are able and willing to eat anything edible: Rats, bugs, corpses, even leaves and dirt and such (humans have eaten twigs and leather in sufficiently dire situations, starving kobolds should be able to eat leaves and grass and leather and stuff in similar situations). In short, while kobolds are more susceptible to famine, they can live through it better.
I would also like to propose removing kobolds' carnivorism, possibly by separating [CARNIVORE] and [BONECARN].

52939
DF Adventure Mode Discussion / Re: Pumps?
« on: December 07, 2011, 06:13:27 pm »
You can overlap embarks with Just Embark. I think. I'll be sure to check...

52940
DF Dwarf Mode Discussion / Re: I just had my first !SCIENCE moment.
« on: December 07, 2011, 05:58:48 pm »
Okay, now I'm getting a bit suspicious. Something bad's going to happen isn't it? I may be a noob, but I know what FUN means around here.
No, go ahead, I won't spoil the *SPOILERS* that await you and will probably *SPOILER BUT YOU SHOULD BE ABLE TO GUESS* your fortress with ease.

Alright, try to keep us posted if ya wouldn't mind. I've never handled zombies personally as my embarks in any biomes with them tend to end rather quickly.
You get destroyed by zombies? Lucky. I could get zombie dragons and my dwarves would punch them to poofing.

52941
We have forty-something and some soap. We have more than enough tallow, the main obstacle is that I haven't made all that much lye.

I have been impeded by RL issues and the fact that some testing of duplicated raws seemed to have been causing errors that kept DF from running. At least I think it was them, the problems got solved once they were gone. Anyhoo, here's an update.

-----

Moonstone 1, 15
Winter is upon us.
I thought of a new way to free that idiot Ablel. He isn't willing to dig to a previously-planned well area? He can build to somewhere else entirely! But first he has to build those stairs...or he could dig some stairs instead...I'll let him choose.
He is choosing to stand at the end of the cooridor, watching water slowly flow towards him as he dies of thirst. Nice.
I have a decorated copper gauntlet bought for a hood and a sock, then two copper ingots for a superior mug (andesite, of course), then sterling silver, copper, and iron ingots for a leather glove, a dress, and an exceptional mug. We ran out of trading crap again, though.

Moonstone 2, 15
First, we buy a cage and a barrel for a sock. Then, we buy the big thing: A steel ingot, for some spare clothes, a mug, a spare anvil, etc. It neatly cleans out our half of he depot.
[Somehow, about here, the reaction GLAZE_JUG got courrupted. I think I fixed it, but I'm not sure. Also, everything after about halfway into the IMPROVEMENT tag (including all the other glazing reactions) got deleted, or rather courrupted into weird forms that didn't resemble reactions, so I fixed that up too. Just wanted you to know why something there's wrong, if it's wrong.

Moonstone 3, 15
More stuff got hauled to the depot: Two superior mugs, an exceptional one, all three andesite, a hood, and some thread, which weren't enough to buy another steel ingot. We did, however, sell the hood and the thread for about a dozen plump helmets.
The water has spread to Ablel. Now it should start leveling out? Cm'on, Ablel...
I assign a new miner, a very small, nervous animal dissector named Zasit Palacetunnel. He has to hold the pick in  both hands and isn't notably strong, but no-one will miss him for hiding in the mines for months at a time, and his agility and quick healing should help him when the inevitable accident occurs.
I have Catten buy the steel ingot and an iron one for two mittens, a dress, two superior mugs, and an exceptional one. They really ripped us off there...
I tell our armorsmith use our new ingots to smith a couple armor pieces.

Moonstone 4, 15
A horse gives birth to a gigantic...male filly.
Ablel keeps shouting up the well that he can't drink because his water source vanished. Hello? There's water all around you, filling the tunnel, etc? Ring a bell?
I make a mental note to build a drainage ditch for the well tunnel.

Trading continued. A masterwork mug was sold for an iron ingot, a copper one, and a waterskin. I keep feeling that we're giving stuff away...Anyways, we tried to buy some hemaite blocks for a cloak and a well-crafted mug, but he didn't accept. We did, however, buy a bunch of leather off them. Score!

The hen laid eggs. I'm hoping for a bunch of little chicks soon...wait a sec, do we have a rooster?

Moonstone 5, 15
A mitten, a well-crafted rhyolite mug, and a sock bought us another hematite block. A shoe bought us some chryoprases.
The new miner gets to work...in the wrong area.
Ablel continues to complain about water vanishing, prompting me to change his title from “Malpractical” to “Idiotic.” Or maybe I should combine those...

Moonstone 6, 15
Ablel continues to whine about water sources vanishing. I've had enough...I have orders on my desk...


Moonstone 7, 15
We'd have traded today, but Catten is getting a drink. And hauling stuff. And avoiding trading.
Ablel continues to whine.

Moonstone 8, 15
Catten is on break...Hey, Catten, wanna see Ablel?

Moonstone 10, 15
The noob miner starts digging Ablel's escape tunnel.
Ablel seems to have somehow drank the water all around him and is now hungry. Chew on some mud while ya wait, will ya, Lazypants?

Moonstone 11, 15
At some point, a steel  helm was forged. A breastplate is being worked on. Soon, we'll have...some steel stuff, at least.

Moonstone 12, 15
The guy who made that amethyst cage has been stung by--breaking news!--a bee!

Moonstone 13, 15
The merchants will be leaving soon.
The breastplate was forged. Now both have been taken by the militia commander to better protect himself.

Moonstone 15, 15
Ablel is still not free...kept happy and sane by remembering a fine traction bench, his very good bedroom, and our legendary dining hall...

Moonstone 17, 15
The merchants are packing up. Catten goes off break.

Moonstone 20, 15
Our wesponsmith made a masterwork steel battleaxe!
I prepare to make a “drainage” mechanism. Quotes because it's pumping out the water, not draining it. It will be manually operated, for now at least.

Moonstone 21, 15
The merchants are leaving, through the halls like they should. Except for one who leaves through the beehive. I drew a picture just in time to show you.


Moonstone 23, 15
Our trapper has been taken by a fey mood! He quickly takes a craftdwarf's workshop...he is grabbing stuff...starting with ash logs?

Moonstone 24, 15
A guineacock has been stung by--breaking news!--a bee!

Moonstone 25, 15
A guineacock has been stung by--breaking news!--a bee! Twice!
The brook froze. I didn't know it did that...

Moonstone 27, 15
A chick has been stung by--breaking news!--a bee!

Moonstone 28, 15
A woodworker has been stung by--breaking news!--a bee!

Opal 1, 15
Kumil made a masterwork rhyolite mug.

Opal 3, 15
Kol is organizing a party on the shrine! Everyone who wants to come is invited, especially if they have vital work to do!
Not that Kol, or anyone, is at the party yet, mind you...No one else has even decided to go to the party yet! Maybe they will once Kol has set some stuff up.
[Oddly enough, this is the first party I've seen. Normally my dwarves are workaholics as well as alcoholics.]
Ablel cancels drinking water because there's too much water. He's starving now, you can see it if you look down the well...

[Don't you just love how dynamic and complex DF is? Leave a dwarf down the well a while, they grow skinny and their eyes sink. Neat, if sad.]
I set up a 100% whip vines farm. Whip whine is whreally gwhood. That...was horrible.

Opal 4, 15
An animal trainer has been stung by--breaking news!--a bee!
A bunch of ponds froze. Huh, I didn't know they did that.

Opal 9, 15
Poor Kol, having a party all by herself...

Opal 15, 15
A sow gives birth to a gigantic little piglet.

Opal 16, 15
A turkey has been stung by--breaking news!--a bee!
A gander has been stung by--breaking news!--a bee!

Opal 18, 15
In addition to starving, Ablel is now thristy and drowsy. Drink and sleep, or, y'know, swim or wade down the tunnel!

Opal 20, 15
A dog has been stung by--breaking news--a bee!
Kol ended the party.

Opal 21, 15
An armorer has been stung by--breaking news!--a bee!

Opal 23, 15
A guineacock has been stung by--breaking news!--a bee!

Opal 25, 15
Several ponds have melted.

Obsidian 1, 15
I hear people complaining about stuff...

Obsidian 2, 15
A guineacock has been stung by--breaking news!--a bee!
A tanner has been stung by--breaking news!--a bee!
The guineacock has been stung by--breaking news!--a bee!

52942
DF General Discussion / Re: What Would Urist Do?
« on: December 05, 2011, 10:43:09 pm »
Nothing. Carp don't move on land.

What would Urist do if he was visited by three ghosts?

52943
DF General Discussion / Re: Dwarfy Christmas Carols
« on: December 05, 2011, 10:42:02 pm »
This has to be made into a CD :D

Hm. I wonder what other kinds of gifts Bay12 could sell around the holidays...It probably won't happen, but who knows?

Added Plutocrat's Silent Night (let me know if you want a different title), fixed We Three Dwarves, decided to sleep on my idea of Fortress Defense's version of Do You Hear What I Hear.

52944
DF Community Games & Stories / Re: Baked-Armor,Pony Fortress
« on: December 04, 2011, 03:37:01 pm »
I'll claim the metalsmith. Name him/her "GreatWyrmMetallic." GWM is jealous, and dislikes the idea of other smiths in the fortress.

52945
Huh, I thought I put all the pics in last time. Fixed that now.
Another full-season update, y'all.

-----

Limestone 5, 15
Our broker and miner has succumbed to infection. Shit.
A furnace operator is appointed to the position due to his appraisal skills. Ablel is forbidden from hauling.

Also, partly to vent and partly for training, I have our militia attack some capybaramen.

The liason and I finished discussing import. We asked for dogs, mail shirts, picks, hemaite blocks, iron, copper, and steel bars, and yak leather. For military purposes. (Except the blocks, I dunno why we asked for those.)

Limestone 6, 15
The liason and I start talking export.
Despite being far behind the capybaramen, the militia commander enters a martial trance. He leaves it before encountering the enemies.
An axetrainee fell into a murky pool with a little elvish armor and a bismuth bronze battleaxe. And his clothes are nice. We're draining this pond after the battle...did that capybarawoman just bite the soldier in the toe? And...she ripped it off...ew...
A speardwarf is beating on a capy-man with an elven spear. The capy just fled into the pool...out the other side...fell unconscious...got killed.

Limestone 7, 15
The axeguy drowned. He wasn't much of anything, so meh. As I write, Ablel is busy running to drain the pond...wait, those capys are still attacking...
A dog grew up.

Limestone 8, 15
Another capy downed. And another. Take that for the possibly-his-own-fault drowning one of ours when we engaged in an unprovoked attack!

Limestone 9, 15
Eh, they've had enough. I'm calling the militia off-duty.

Limestone 10, 15
The liason decided that the Mountainhomes wanted (in decreasing order of desire): Drinking implements, powders, amulets, fish, ammo, rings, drinks, instruments, blocks, and crutches. The liason politely said good-bye and left.

Limestone 17, 15
A planter withdraws from society...hey, it's that pacifistic guy from back a while ago! He's a rusty armorsmith, so whatever it is should be good!...except we don't have any metal...or ore...shit.

Limestone 18, 15
He claimed a jewler's workshop? Ah, he used to be a gem setter. He's sketching some pictures...I think he needs stone (which we have lots of), wood (which we have lots of), and rough gems (which we hav cut all of). Ablel is going in for a nap, but when he wakes up, he should mine some gems...I hope.
On a side note, it's the same workshop that Distrustshores was made in.

A turkey has been stung by--breaking news!--a bee!

Limestone 22, 15
Ah, Ablel awoke and is moving towards an amethyst deposit quickly.

Limestone 23, 15
The Moody One awoke and is preparing to grab the rough amethysts. I wonder what he'll make...

Sandstone 2, 15
I start pressing operations again.
A horse gives birth to a healthy, fat little filly.

Sandstone 3, 15
A mason made a masterwork cinnabar grate.
A trapper was stung by--breaking news!--a bee!

Sandstone 5, 15
The mason made a masterwork andesite grate. She really does like grates!
A weaponsmith was stung by--breaking news!--a bee!
A trapper was stung by--breaking news!--a bee!

Sandstone 6, 15
The weaponsmith was stung by--breaking news!--another bee!

Sandstone 8, 15
The mason made another masterwork grate! This one is cobalite.
A dog was stung by--breaking news!--a bee!

Sandstone 9, 15
A weaponsmith was stung by--breaking news!--a bee!
He isn't even assigned to beekeeping!

Sandstone 10, 15
A woodcutter was stung by--breaking news!--a bee!

Sandstone 14, 15
A woodcutter was stung by--breaking news!--a bee!

Sandstone 15, 15
I think this is the first-ever 15th of a month this year that nothing of note happened.

Sandstone 17, 15
A woodcutter was stung by--breaking news!--a bee!
We run out of jugs again, but we got some more honey first at least.

Sandstone 20, 15
I order the last lever in my new system to be hooked up.

Sandstone 24, 15
I decide to send the military on what I call “Xtreme Huntin',” in hopes of bagging the fort some capybara. Or at least small pieces thereof.
Also, a guineacock was stung by--breaking news!--a bee!

Sandstone 25, 15
While preparing some digging orders, I accidently knocked the descriptions of a burrow into a fireplace. You know, those things are really dangerous. If people weren't paying attention, they could set themselves on fire!
...What's that smell of smoke?
[I can't wait until the game makes you confirm burrow deletions. Thankfully, the burrow in question is just something I made to try and make Ablel mine where I wanted him to.]

Sandstone 26, 15
A fisher was stung by--breaking news!--a bee!
A wrestler entered a martial trance before he could reach the capys. Although he was close...although although he left it just before running into the capys...

Timber 2, 15
With the addition of a statue, my new shrine is complete...mostly, I might add a couple other statues.
Somehow, migrants arrived yesterday without me noticing. Lemme try and detail them: A cynical stonecrafter/soaper/speardwarf, an insecure milker/animal dissector who hates maggots except to eat, the cynic's gigantic-for-a-chick chick, meaning we will soon be able to breed birds, a fat herbalist/animal caretaker with a bit of brawling experience, a talented tanner called Spearmonk, a thresher, the thresher's pet kid, a mule foal, a gigantic horse, a huge, muscular, and fat yak calf, a dyer, an apprentice gem cutter/marksdwarf with a pet goose named As Mothboulder, an enormous-yet-weak cow calf, a marksdwarf/milker/leatherworker, and another male chick. It took until the 3rd to give everyone this basic screening. Population 47. I use a convenient hilltop for a pasture.
Now where was I? Oh, yeah, the shrine.





ORIGINAL UPDATE BREAK

Timber 4, 15
A wax worker was attacked by a capy while trying to save a militiaman! How...bestial of that beast!

Timber 6, 15
I guess they've trained enough. I call off the militia.

Timber 7, 15
The bowyer and the fisher just can't get enough of each other...sigh. I guess I'll leave them to it...
A beekeeper was stung by--breaking news!--a bee!
A gander was stung by--breaking news!--a bee!

Timber 11, 15
My new wet-chamber was a success...except for the deaths of two dwarves previously noted as useless. Which was a sad accident and not intended at all.
Spoiler: Instructions (click to show/hide)

Timber 13, 15
A beekeeper has been stung by--breaking news!--a bee!

Timber 14, 15
A beekeeper has been stung by--breaking news!--a bee!
The wounded warrior was given a crutch and sent to spar some more. He had healed up by then, so that's all that could really be done.

Timber 15, 15
A guineacock has been stung by--breaking news!--a bee!
Twice!   
Ablel is diagnosing a militiaman who was injured in combat.
A beekeeper has been stung by--breaking news!--a bee!
A guineacock has been stung by--breaking news!--a bee!

Timber 16, 15
A stonecrafter made a masterwork andesite mug.
A guineacock has been stung by--breaking news!--a bee!

Timber 19, 15
The broker has been stung by--breaking news!--a bee!

Timber 20, 15
A caravan arrived yesterday! Shit, get stuff ready!

ORIGINAL UPDATE BREAK

Timber 21, 15
A woodcutter was stung by--breaking news!--a bee!
Oh, and after digging the well-shaft, poor Ablel felt trapped by the advancing drainage from the wet-room by the creek and refused to move. He's been there a while now, I'm not sure how long. I hope he's okay.

Timber 22, 15
A turkey was stung by--breaking news!--a bee!
Finally, that pacifistic planter has begun his constructions.

For once, a broker has been waiting at the depot for the traders, rather than the other way around. Our new broker, Catten Pickvessels, rushed right to the depot to trade for the first time.

Timber 23, 15
I notice someone drinking out of the pond under the bridge and notice something.
WE.
ARE.
OUT.
OF.
BOOZE.

On a different note, I decided to have a second well put in near where he is now, to justify the escape tunnel. Ablel will have none of it, and is in fact getting thirsty. While in a tunnel slowly filling with water. Yeah, idiot.

Timber 25, 15
The merchants are starting to unload.

Timber 26, 15
We begin trading.
First we buy a barrel of rum for a few well-crafted mugs, then another for a normal, a fine, and a well-crafted one. Third, I guy a barrel of wine and one of ale for two superior andesite mugs. Next, I have Catten buy a copper mail shirt for a couple fine andesite mugs, followed by an iron ingot for a couple superior andesite mugs.
The liason begins discussing our needs as we wait for more stuff to be hauled to the depot.

I'm not sure im the dwarves trickling to the depot to drink the new store of alcohol is pathetic or...yeah, it's pathetic.

Timber 27, 15
Not much more was hauled, but we bought some cat meat and plump helmets for a single fine mug (andesite, of course).
The moody planter? Made Manthul Sokan, The Deviance of Phrasing.

An amethyst cage, encrusted with amethyst, pyrite, and andesite, with rings and bands of pyrite and amethyst, and spikes of pyrite, amethyst, and highwood, a pyrite image of a snailman wrapped around a large ring functioning as a handle, and images of the ascension of our first queen in pyrite and amethyst on the latch. There is also an image of Rithlut Wingwaxed, the deity of farming, engraved on the inside of the base, presumably to bless the animals within or something like that. Oh, and on the top, there is a miniature model of Manthul Sokan, with pyrite switched for smethyst and vise versa and highwood switched for andesite and vise versa. You can even see a tiny model-on-a-model of Manthul Sokan on the top, with the reversings reversed. Well, they're more raised images, but that's the deviance of the phrasing, heh heh.
It's worth almost 12,500 gold pieces, almost ten times Distrustshores's value and over 70% of our fort's material value.
[Remember, 1 gp=15 db.]

Timber 28, 15
The last day of fall.
I have a dress traded for a set of hematite blocks...try to, but they want a pick and a quiver, too. I repeat the offer without the pick, but no dice. Then I shot for a coat for some galena and dactite blocks. They, finally, agreed.

Moonstone 1, 15
Winter is upon us.

-----

Here is the seasonal save.

52946
DF Suggestions / Re: This Game Needs An Item Sink
« on: December 04, 2011, 03:03:14 pm »
: We need to be able to send out our own trading parties full of goods.

Best idea on the entire thread, even including mine. Well, maybe.  8)

Unfortunately--or maybe very fortunately--it's also the most obvious, and as far as I know, I believe it's something ToadyOne already has in mind.
Also, there's the very real risk that you send them out with a wagon full of gem-encrusted mugs and goblets...and they come back with two wagons full of crappy crafts, irritating instruments, moronic mugs, low-quality silver greataxes or whatever, and a bunch of worthless crap. We need to be able to tell them what we want, and what we will settle for if that's not available.

Instructions to the trading party are as follows:
1. "Don't buy any crap!"
2. "As for what you're taking with you, sell it if you can, and if not, leave it on the side of the road."
Or maybe more like:
"Try and buy yak leather, picks, steel bars, and cut rubies. If they don't have enough of those to spend everything on, buy cave spider silk cloth, flux, iron bars, and cut alexandrites." Etc. Kinda like the trade-request screen.

52947
DF Suggestions / Re: Changing the View In Fortress Mode
« on: December 04, 2011, 02:55:41 pm »
I don't see why we need this, so unless it's easy, I don't think Toady should waste his time on it until he has time to waste.

52948
DF Suggestions / Re: kobolds
« on: December 04, 2011, 02:52:12 pm »
But if they subsisted purely on stolen food, they would still die off very quickly, allow them to scavenge, and the problem is only prolonged. Allowing them to forage fixes this a bit, but still is quite dangerous for a kobold. Cave farms anyone?
A. Kobolds can't eat plants.
B. I suggested that they be...cat-herds, basically. That is basically farms, but with animals.
C. Why is foraging dangerous for kobolds?

If the game can justify how bones can be consumed for more than... Flavor, bonecarn allows them quite a meal anywhere. Graverobbing little guys. Otherwise... I don't think we could justify having them as a proper civ.
People have eaten marrow from bones in times of hardship.

Quote
Beastmen already form congo lines, and have camps under ground. Perhaps Kobolds could be demoted to the same fate? Really small, 30-50 bold civs could be held together by the kidnapping of a few livestock here and there, especially with our new zoning system in the coming update. Gives Humans more of a motivation to protect their stuff.
I don't like the idea of kobolds being wandering wild animals, nor do I like how animalpeople (either above- or below-ground) are, nor do I want my idea for them to be inflicted on kobolds. As far as the fortress mode side goes, kobolds are pretty much fine IMHO.

Assume that they have about the same mass-to-calories-consumed ratio as a human.

I'm not sure this is a reasonable assumption, for the record. I could be wrong, but I think smaller animals tend to consume more in terms of calories per unit body mass.
It makes things easier, and kobolds have less than 1/3 an average human's mass.

Quote
Quote
If they subsist entirely on parasitism, that means that kobolds are unlikely to be numerous or form large settlements. But if each unit of meat feeds a human for a week or two (as dwarves are sated by one unit of food about every that often), then a single unit of meat (~5% of a cow) could satisfy an entire kobold village's hunger for a day or so (depending on the size of the village; assuming around 50ish), which allows a fair population of kobolds to steal meat from the tables of humans.

Thing is, I don't think kobolds even form anything we'd call a "village". They have necessarily simple social structures and basically just live in caves. It's okay if it's unlikely for them to have large settlements, because they aren't really intended to.
"Village-sized group" doesn't roll off the tounge so well.

That is the way I remember Dragon Mountain, Dungeon and Dragons, portraying them.

Here's the problem: This isn't Dragon Mountain or D&D.
Here's the problem: That's not one.
(Not a problem, that is.)
Hungry heads were probably inspired by vargoiles (horrible mispelling). Voracious cave crawlers were probably inspired by carrion crawlers. D&D is iconic fantasy; DF tries to create something like iconic fantasy. It fits together that way.
Dunno about Dragon Age, though.

52949
So in theory we could have constantly regenerating weird phantasmal creatures impossible to destroy beyond cave ins that randomly shift in between states?


BRILLIANT.
...Huh?

Hm....it would seem that,from my results...
 TEST 1: Duplicated a megabeast from a mod I'm working on: Result: All mentions of him were replaced by the next in line, as aformentioned. Playable dwarves replaced by humans.

TEST 2: Duplicated a plant: Result: Not much really. Some messed up stuff, not much else reportable.

TEST 3: Duplicated a mineral: Result: Flashing floor with all the mineral ore being shown every second or so.

In theory, you could get worthless slade pillars instead of blue metal.  And, weird phantasmal creatures that arre impossible to kill? :D MUST. HAVE. NOW.
Thanks for your testing! RL+Firepunch+a desire to test things extensively has prevented me from getting this far, but I'm glad my initial results have been confirmed!

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DF Suggestions / Re: Personalized designated rooms
« on: December 03, 2011, 07:57:14 pm »
You need to be able to select items that can be claimed. Otherwise, you'll have dwarves claiming the +<<*gold thrones*>>+ and stuff set aside for nobles and important dwarves.

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