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Messages - GreatWyrmGold

Pages: 1 ... 3537 3538 [3539] 3540 3541 ... 3706
53071
DF Community Games & Stories / Re: Trapless, militaryless succession game
« on: November 07, 2011, 04:07:06 pm »
I'll give it a shot. No one-tile traps, but pressure plates, levers, magma cannons, drowning chambers, and stuff like that ARE allowed, right?

53072
DF Modding / Re: Stone Coins...Uh...
« on: November 06, 2011, 09:19:27 am »
No, really? I was mostly warning people and wondering if anyone had any idea why stone caused that bugginess.

53073
DF Modding / Stone Coins...Uh...
« on: November 06, 2011, 08:32:07 am »
I tried to make a reaction to make obsidian coins. Apparently, this doesn't work. Although the coins showed up as obsidian coins, apparently the stack of 50 coins in an of itself was only worth 1 Urist of wealth before material and quality modifiers. Oh, and the coins had quality. EDIT: Bone coins have this same problem too, not that I'm surprised.

WTF? Are non-metal coins horribly bugged?

53074
DF Modding / Re: Sub-mod: My Little Tyranid Pony
« on: November 06, 2011, 08:30:18 am »
Proposed name: Closer to Codex
Changes proposed: Hopefully increased creatures, more 'correct' values. Side goal will be for Tyrapony civ.

You should also make Space Marine ponies, Necron ponies, Tau ponies, and the like, effectively making a full warhammer 40k mod.
Pony...WH40k...
(Singing) My little oxymoron, my little oxymoron...

53075
DF Suggestions / Re: A bit more realism.
« on: November 06, 2011, 08:26:39 am »
Here's an idea: Metal bars are composed of 150 discrete units. Maybe stones could be composed of, say, 100 discrete units and logs of 200. Crafts would require maybe 30-50 units, furniture around 100, making wooded bolts would require, say, 100 units per 20 bolts. Maybe 50/10.

What we need is infinite wood crafts. Give your woodcrafter a single log and watch him produce an unlimited supply of rings, scepters, amulets and crowns from it. I know this sounds like a really dumb idea, and woodcrafting would have to take longer to balance the removal of resource hauling time, but I don't see any other way to balance wood with the other crafting materials. Wood has a value of 1 and there are common flux stones with a value of 2. Even if wood wasn't needed for more important jobs, it would still be inefficient to make wooden crafts.

If you made it realistic, a single tree could produce hundreds of wooden crafts. That means DF has to remember how much is left of each log, and for what purpose? There would still be a functionally infinite amount of wood to use for crafting, just as there already is a functionally infinite amount of stone available for crafting. I don't really care about how much stone my dwarfs use, every map has tons of stone, and most of the time it just gets in the way.
Great idea, if you like easy infinite wealth. Go mod it. You can create reactions that create crafts, you can preserve reagents, you can make reactions that are in the craftsdwarf's workshop...

53076
Crap-tastic. At least only the unconscious fire pikegoblin and the bowglin who's chasing Squarepick with his bow (he's out of arrows)--wait, make that the bowglin who KILLED THE FUCKING DWARF BY SMACKING HIM IN THE HEAD WITH THE BOW. And said bowglin is headed straight for an unconscious wrestler. Yipee, after this battle maybe Kogan will be the only militiadwarf we have.

Oh, wait, Kogan finally killed the pikegoblin (by SCRATCHING HIM IN THE HEAD THROUGH HIS HELM) and is now beating the bowglin--wait, that should be BITING the bowglin. She's insane, but badass.

Galena 23, 32
How the time flies. Anyhoo, Kogan is beating on the unconscious bowglin and is expected to kill it soon. I hope so; its presence is terrifying the whole fortress.
And now the axedwarf, Atir, is awake and hobbling towards the unconscious bowglin.
And you know what I just realised? KOGAN STILL HAS NO WOUNDS.

Galena 24, 32
How many dwarves have killed a goblin with their shields? Kogan has! Next thing I know, she'll be taking off her socks and beating bronze colossi with them. And WIN.

I choose the barracks as a hospital area. Almost everyone goes there immediately--even Kogan, who is training. A carpenter thinks that rest is so important that he stops sleeping to res...wait, what?
Well, preparations need to be made. We need to make more walls, for when fire- and bowglins come again. More traps need to be set; many more cages need to be made. Our carpentry force needs to increase.


Galena 26, 32
Twenty-two dwarves. Thirty-two domestic animals, plus three war animals. A militia totalling three speardwarves and a few cage traps. Hundreds of seeds, and only one good planter to plant them with. Seven injured dwarves, two of them militia members. Twenty-four dwarves, two buried, dead of various causes ranging from fire goblins to water traps...erm, accidents involving water. Very unfortunate. Anyways...One ghost. Three spare coffins. One child, our only link to sanity.
Holy crap, we've got work to do.

Galena 28, 32
A dog grows up.

Limestone 1, 32
I realise that I added a zero when calculating the value of Dawnstone's two artifacts. Savantrent is worth 880 gold pieces and Greedfaith, as we are calling it for short, is worth 800. Considering that our entire fortress is worth just under 10,000 gold pieces, this is not a major as I had thought but still an important part of our fortress value.
On a different note, Solon is diagnosing someone. I'm not sure who, two patients have been laid over each other (Note to self: Add more beds to the barracks/hospital).

Limestone 2, 32
Odd, Solon's now just staring off over the well, after diagnosing one patient...he seems to need water for something...

Limestone 4, 32
Solon is now diagnosing Walledeast, who has a cut hand.

Limestone 6, 32
Now Solon is diagnosing our bone carver.
[I've never had such a useful doc!]

About here the game started kicking out fatal errors from the human language. Much tyopfinding later, and...Nope, still a fatal error. Fuck.

Dawnstone has fallen, not to dragons or goblins or other foes who can be fought, but an enemy that cannot be seen or fought by the poor dwarves: A computer glitch.
...Where's that save I uploaded? Maybe I should upload saves seasonally, both to prevent this from happening and to keep you guys better imformed.

53077
DF Modding / Re: Technological Mod Plan
« on: November 06, 2011, 06:38:41 am »
Getting the bomb to self-destruct will be...difficult.

53078
DF Modding / Re: Custom civ - no backpack ?
« on: November 06, 2011, 06:21:57 am »
Did you start as "Tigernazi or X," or as "Tigernazi Outsider?" Outsiders never atart with anything except a spear and a dagger.

53079
DF Modding / Re: Sub-mod: My Little Tyranid Pony
« on: November 06, 2011, 06:19:57 am »
(singing) "My little unholy-mutant-crossbreed, my little UMC..."

Seriously, I thought My Little Fortress was weird until I came across this. Geez.
Is there a version bundled onto "normal" DF?

53080
DF Suggestions / Re: Status of buildings during building
« on: November 05, 2011, 11:39:57 pm »
Seconded. Especially as some custom workshops can be quite...complex...And even with vanilla buildings, I'd like to be able to see how far along they are.

53081
DF Gameplay Questions / Re: Useless Injured Dwarf
« on: November 05, 2011, 10:58:47 pm »
I still think a feral biting dwarf to set on the goblin hordes is a good idea.

53082
DF Gameplay Questions / Re: Minotaurs?
« on: November 05, 2011, 10:33:24 pm »
Yes.

I always assumed that divine intervention was a major factor in that, or maybe True Love. Either way, there's a good chance that the resultant child would not arbitrarily reverse its head-suggested diet. A cow's head wouldn't even be any good at chewing meat!

53083
DF Gameplay Questions / Re: Minotaurs?
« on: November 05, 2011, 08:51:39 pm »
I seem to recall that being the description of the original Minotaur. You know, the one who fourteen Athenian teenagers were fed to annually. (I wonder both how he survived the rest of the year and why a bovine-headed animal is a carnivore, but no ancient Greeks are around to ask, so oh well.)

53084
DF Dwarf Mode Discussion / Re: game too easy
« on: November 05, 2011, 11:46:38 am »
If DF is EASY, you're doing it wrong.

Definition of "doing DF right": Managing your fortress in such a way that you have to worry about seasonal mass murder of dwarves for some reason other than your migrant room.

53085
DF Gameplay Questions / Re: Useless Injured Dwarf
« on: November 05, 2011, 11:44:33 am »
Train him as a biter. Capture small, furry animals and pit the dripple against them until he can handle unarmed, unarmored goblins while armored. Eventually, he'll be a legendary biter and will be ready to bite some gobbos to death. Bonus points if he wears nothing but the armor he is forced to wear, eats only raw meat, and lets all his non-military skills rust to nothingness.

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