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Messages - GreatWyrmGold

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52951
DF Suggestions / Re: This Game Needs An Item Sink
« on: December 03, 2011, 07:54:50 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.

52952
DF Suggestions / Re: kobolds
« on: December 03, 2011, 07:45:01 pm »
how about this they survive of of pests, now bare in mind that if a dog could kill about 50 of these things if they were unarmed i don't think that they could really hunt anything larger than a cat. now if the could hunt vermin fish eat moss and plants and grow them they probably could survive
A. Even dwarves can eat vermin (in emergencies). It's just not respected in worldgen yet,
B. Actually, dogs can't kill "about 50 of those things," because metal dagger+clothes>no armor/weapons. One-on-one, the dog would have a chance, but 50-to-one means the dog's kibble.


Assume that they have about the same mass-to-calories-consumed ration as a human. That means that they eat a bit less than 1/3 of what a human does, because IIRC kobolds are size 20,000 compared to humans' 70,000. So, about one human-sized meal per day...say, one steak with some wild rat on the side or the equivalent, daily. Assuming that that one unit of meat = 1 real-world steak, that means that 23-27 kobolds can be fed for about a day on one cow slaughtered, and still leave the fat and bones. 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.
I think that they should be more like Vikings were, but exaggerated into their "raider" role and mixed with...something stealthy and land-based other than ninjas. They make their own food (raising cavies or cats or chickens or something for slaughter), letting them forage in the summer and gathering rats for winter, and raiding for stuff they can't make but want. Which, having little more tech than smart apes in a society that includes steel, is a lot. They support these thieves on a combination of surplus livestock and, yes, stolen food.

52953
DF Modding / Re: My Hobbits Starve after 5 years, What do I do?
« on: December 03, 2011, 07:23:15 pm »
Interesting, in my third attempt they were there...

Then it was probably just bad luck. Sometimes, races just don't show up in a world.

52954
DF Modding / Re: Of Crossbows, pain and silver bolts.
« on: December 03, 2011, 07:19:48 pm »
Leaves A and B, though.

52955
DF Suggestions / Re: Considering Races' Roles
« on: December 03, 2011, 07:13:41 pm »
In fact, I'm thinking about just changing the name (dryad, hamadryad, etc. haven't decided...), and adopting a somewhat more Grecocentric feel to the overall game, since the Greeks may have been the original developers of what we consider to be dwarfs (they're where we get kobolds from, for instance, the kobaloi, which is actually another term for "dwarf").

...Kobolds were dwarves? This really changes my perspective on them...or maybe on dwarves...

52956
You can mess it up much harder though, to the point of unknown soil type and materials.

Basically you are somewhat right: the debugger does not properly "fix" the duplicated error, instead it does some weird shit with already compiled indexes of objects which shifts them and causes the weird behaviour.

I've been making little duplications so far. I'll work my way up and report, don't worry. It's even possible that multiple factors put the F in WTF.

Hm...this could be useful in my !!SCIENCE!! To the lab of freakish creatures!
...Can't wait to see how...?

52957
DF Suggestions / Re: Melting Pot Cities/Civilizations
« on: December 03, 2011, 12:54:54 pm »
I think that non-dwarven migrants should come at different times, maybe once a year per race (spring for elves, summer for humans, (rarely) winter for goblins), and only after a diplomat of that race has chatted with you about it and you agree, or else some goblin leader agrees to send you a bunch of workers for his/her freedom, or whatever. They shouldn't come unannounced. Also, elves and humans should have some tag ([SURFACE_DWELLER:X]?) that makes them unhappy to be underground for extended periods of time, with humans usually being fine with once a season and elves becoming miserable to go a month without enjoying sunlight and the scent of flowers.

52958
DF Suggestions / Re: This Game Needs An Item Sink
« on: December 03, 2011, 12:50:39 pm »
Wearing out furniture? Sure, it happens, but A. people repair it with scraps before that happens, B. scraps should be abundant seeing as entire boulders and logs are used to make earrings and the like in groups of 3 tops, C. it'd be annoying to have the mayor's/count's/legendary miner's/etc's bed/throne/table/etc break suddenly and then they tantrum or something before you notice (or it's just HARD to replace a gem-studded masterwork gold throne), and D. an average piece of furniture usually outlasts an average fortress, even if dwarves don't make their furniture to last ceunturies or out of rock/metal.
Merchants? Fixes are coming, but no matter how much you inflate the price of used goblin/migrant clothes, there'll always be both supply (goblin sieges/migrants) and demand (clothes wear out). Similarly with all items--swords dull, armor gets broken, shields break, jewelry gets lost, small children get their hands on mugs before they break, etc.

52959
DF Suggestions / Re: Considering Races' Roles
« on: December 03, 2011, 12:41:13 pm »
Worldgen should decide the role.  First its alignment, then its aggression.  From there let fate determine the rest.  I like how DF sets attributes so no two dwarfs are the same.  I would think this grass roots type of design would work great for racial profiling.  It would certainly keep game repeatability interesting.  Boredom comes when we put entities into cookie cutter molds, and try and play sandbox mode with those AI presets.  Rather than allowing for random trends and evolution to occur.  That is not to say, I'd rather not adapt to a world that is strangely familiar, as opposed to one that is wholely unfamiliar.  Some comforting presets make for logical pattern forming behavior.  But there is no reason for not having a toggle to remove those presets, and see a band of wickedly awesome elf warriors in full steel.

Knutor

There should be some guidelines, though. Humans can be more or less random, I guess, since there isn't really a good well-defined role, but I still think that they'd turn to orc-like behaviors due to their size unless trolls/ogres/larger animalpeople/etc took on the role of "big bully" race. However, we need guidelines, unless you want warlike elves to annihilate your hippy tree-hugging pacifistic dwarves.

The game is designed to have racial and even civilization culture be determined during world-gen.   Trying to pigeon-hole who does what just detracts from that.
Well we do want to define SOMETHING that they MIGHT do or be like but there is always room for progress. I, however, am more bothered with elves in the game - They are cannibal midgets... Like... WTF!?
I prefer the current elves. Sure, they hug trees and manage to get wood without harming the forests, but thats where the standard elviness ends. DF isn't a cliche fantasy world, it's a cliche fantasy world generator. It can does make things interesting
More importantly, it's unique. Making what is traditionally one of fantasy's most high-strung and overly-moral races into cannibalistic savages lets everyone know that DF ain't a cheerful place.

52960
Sorry, intermittant internet access makes it hard to upload images and stuff. And, to make things worse, my DF computer doesn't have internet access...ugh.

We had a mood, some traders, I made a mini-megaproject and a drowning chamber...nothing much of note happened. Oh, wait, the chief medical dwarf got stuck when digging the well chute because I overestimated how quickly the water from the testing of the drowning chamber would run off, so now he's dying of thirst as water slowly inches towards him...His chance of survival depends on how long it takes for the water to reach a constant depth of 3/7 or less and if he's smart enough to drink the water inching towards him.

Oh, and we ran out of alcohol, but traders helped and hopefully sticking GreatWyrmIron into a burrow containing only the still and brewing materials will help more.

52961
I have been doing some experiments on duplicated objects in the raws. I had just discovered that duplicating chimeras had about the same effect as duplicating toads, and thought about that. Then I realized: Both involved adding one duplicated creature, early in the raws. Both times, creatures were consistently replaced by whatever creature followed them in the raws--a modded-in race of goblins by kobolds, goblins by the modded-in goblins, dwarves by humans, trolls by ogres (I'm pretty sure they're adjacent), rocs by cave crocodiles (I'm pretty sure they're adjacent), dragons by satyrs (didn't check place), hydras by merfolk (didn't check place), one forgotten beast by a titan...I'm pretty sure it all fits! (.zip containing saves and summaries here.)
It seems that, at some point, the duplicate creatures are removed, but other creatures "shift" one spot up. The game doesn't seem to account for this, and so puts the kobold raws in for each creature that was an [OBJECT:DWARF], and so on. It explains why I embarked with ogre hair chains and chests when using the modded goblins--ogre hair is the same tissue as troll hair, but isn't yarn! It explains why I embarked with amphibian people--they, and they alone, were after some species of underground critter that I had removed the _EXOTIC from and therefore allowed dwarves (humans) to tame it, before being replaced by amphibianmen! It explains why FD creatures were seemingly unaffected--they're all in adjacent raw files! (I didn't check too hard if they were actually in the right biomes and site types.) It explains why metals and stone were unaffected--they aren't creatures!

I'd like some feedback and competing theories.

52962
DF Modding / Re: Of Crossbows, pain and silver bolts.
« on: December 03, 2011, 10:39:43 am »
You don't need reactions.
Just let dwarves make the weapon and ammo, and bam, you can forge them at the forge.
Possible, but A. some people like having complicated gun-making processes, B. you can then make guns and ammo fromwood or bone, and C. you can't make lead bullets.

52963
Don't let the trolls prove otherwise: there's lots of good, helpful people here.  This is one of my favorite forums for that reason.

I bet it's because all the trolls smash supports and cave-in chunks of masonry on their heads.

...

IT MADE SENSE IN MY HEAD! And it's not like this thread is staying on topic...

52964
DF General Discussion / Re: What Would Urist Do?
« on: December 02, 2011, 06:05:56 pm »
Nothing, until Urist McAchey has succumbed to infection.

What would Urist do if he found himself on a forested world, ruled by elves, where dwarves are kept as slaves and pets by the supposedly-superior elves?

52965
DF Adventure Mode Discussion / Re: Fire companions!!
« on: December 02, 2011, 05:59:03 pm »
Hi! I want to fire some companions cause there are handless or toothless and are not good fighter cause they need a crunch and I dont know how the can have one! Can I get out of my company those people?
Retire, start a fortress with a deathtrap of some kind, un-retire, travel to fortress, use deathtrap, try to evade the wave of magma, die.
Last two steps optional.

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