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Messages - GreatWyrmGold

Pages: 1 ... 3553 3554 [3555] 3556 3557 ... 3706
53311
(Oh, look! Combatbronze has new posts!")

That stinks. I hope you can fix your connection soon.

(Nope, Kipi's just explaining why he's saying he can't play.)

And what do you think you are going to gain with all those mocking posts about me posting of the situation I currently have instead of new updates to the fortress itself? Faster updating? Sorry to hear you don't like the current situation of new posts with no updates but I prefer that instead of just disappearing.
...Sorry. I keep forgetting to check the tone of my attempts at jokes before hitting the "post" button. That was very inconsiderate of me and I won't do it again.

I'll sit here quietly now.

53312
DF Dwarf Mode Discussion / Re: Goblins, a force for good?
« on: October 10, 2011, 06:15:33 pm »
I found this out a while ago, hence my signature.

FrisianDude may may be onto something though. What we could have going on here is that both races are trying to do what they think is the right thing, and those views simply conflict with each other.

Mayhap the dwarves don't mean to seem so cold and cruel, they are just trying to do what is best for the greater good of the mountainhomes. More utilitarians than sadists(though the fact they end up murdering each other by the dozens under our control probably doesn't help too much).

And maybe the goblins aren't trying to be so barbaric with their good-doing, it's just the only way they know. Goblins have never been known to be very bright. Despite their benevolent intentions, it's possible that the only way they know how to help is by taking away the little ones, and stabbing the mean adult ones in the face.

Hell, if the races understood each other a little better, i wouldn't be surprised if they became allies. And, in my opinion, a half goblin half dwarf fortress would be beyond badass.

To humans, "good" is what is best for them.
To dwarves, "good" is what is best for the Mountainhomes.
To goblins, "good" is what is best for everyone, including demons and the oppressed (but still malleable) children of other realms.
To elves, "good" is what is best for the whole natural world.
To kobolds, "good" is something the Big People talk about a lot.

53313
DF Modding / Re: My bullets aren't deadly enough!
« on: October 10, 2011, 05:59:31 pm »
I think the problem is how people in DF keep fighting long after any IRL person would turn tail and run. Of course, they are presumably made of tougher stuff; they have to be, to survive in a world of goblin hordes, massive dragons, and insane midgets.
sig'd  :P

on topic, this gun seems a little overpowered !!FUN!! already
That brings it up to...six? seven? maybe eight? I wish that this forum (actually, forums in general, I just frequent this one most) had a quote-counter.

53314
In that case I need to get back to work.  :D
With higher priority to my own forts... [pretend that there's a shifty-eye smiley here.]

53315
DF Modding / Re: -Hydra Rising- An original sci-fi mod- Preview Edition
« on: October 10, 2011, 05:34:38 pm »
It was, because it was horribly broken.

Off the top of my head:
1. Coins were separated into stacks, but never restacked. This meant that after a while there would be hundreds or even thousands of stacks of only a few (or even just one!) coins, covering every dwarf's owned space, filling up their coffers, and bringing your computer to its knees.
2. Dwarves would bankrupt themselves by buying shops that they could not restock, or by buying random crap from other dwarves.
3. Engraved the walls of your favorite retired (and crippled) militia man? Now he can't pay rent and is booted out into the hallways and that soil-layer dorm you made oh, so long ago. (This was the only problem that had a separate init option.)
4. Dwarves could often only afford raw plump helmets, cat meat, and the like, as well as poorer booze, due to their tendancy to bankrupt themselves buying exotic clothing stores and alder flutes. Oh, your legendary brewer and cook make food and alcohol far out of the price range of anything your basic workforce can afford? That's okay, they can still eat, but they'll go into debt...which kicks them out of their rooms even if you turned off room rent.
5. Nobles and legendary dwarves, being exempt from the economy, could but anything their hearts desired.
6. Children, having access to both their parents' funds, were often the wealthiest dwarves in the fort...unless their parents were both nobles or legendary, in which case they're in debt from their first plump helmet eaten all by themselves.

53316
DF Gameplay Questions / Clay & Catapults
« on: October 10, 2011, 05:03:06 pm »
Can clay be fired in catapults?

For that matter, does catapult ammo have to have [IS_STONE]?

Oh, and on a third and similar note, can clay or other non-stone rocks be used in stonefall traps?

53317
DF Gameplay Questions / Re: Best bolt material?
« on: October 10, 2011, 04:57:27 pm »
Bone bolts are also fairly good. They can penetrate clothes and hurt through chain mail (I think), and are also made in large enough quantities that you can easily get in the lucky few shots needed to cripple gobbos. Also, with metals being rare and only a few bars imported at a time, sometimes you just need whatever you can get.

53318
DF Modding / Siege Size
« on: October 09, 2011, 08:22:54 pm »
"Quantity has a quality all its own."
--Attributed to Joseph Stalin

How do you make a race that, while small and insignificant individually (easy part), sieges in large enough numbers to overwhelm most any militia?
Conversely, how do you make a race that is overpowering one-on-one, but rarely sieges with more than one squad at a time?

53319
DF Community Games & Stories / Re: Succession Game - Unitebolted
« on: October 09, 2011, 07:26:05 pm »
Aw, I missed getting the first slot?...Meh, probably no-one else could run it right.

53320
(Oh, look! Combatbronze has new posts!")

That stinks. I hope you can fix your connection soon.

(Nope, Kipi's just explaining why he's saying he can't play.)

53321
DF Community Games & Stories / Re: Apexwhips II-Convicts at Large!
« on: October 09, 2011, 06:45:40 pm »
I'd like a dwarf. Name him Shedkubuk (means "Orderlance" in Dwarven; it sounds cool). Ideally a speardwarf with minimal civilian skills but organizational skills instead. More info for The_Fool76 in a PM.

53322
DF Community Games & Stories / Re: Succession Game - Glacialprison
« on: October 09, 2011, 05:12:44 pm »
I'll take the third fourth, d*** ninjas, turn. I'm doing a community fort, but it has more updates than comments so I doubt anyone would notice.

53323
Shorter update this time.
-----

Hematite 10, 31
Glovedbound got interrupted by a badger man today. He escaped.

Hematite 11, 31
And again, this time abandoning some whip vines. However, a badger man got angry at her very existance...and then his mate...and then he escaped.

Hematite 16, 31

Holy.
Firey.
Tounge.
Of.
Armok.
What.
The.
Hell.
Is.
That.
Thing.
Doing.
Here?
And
How
Will
I
Use
The
Rest
Of
This
Page?
(New column starts.)
Thankfully, Glovedbound fled into the Reverse Bridge before any of those...things...could get angry at her very existance.

Hematite 21, 31
Another of those...things...got angry at the existance of a jabbeerer. Thankfully, nothing came of it.

Hematite 22, 31
Migrants have arrived, on the right side of the river even!
Here is a breief description of them:
Ast Planksearch, a smelter, leatherworker, and siege engineer. She is overweight, likes luxury, and isn't the type to express her feelings. If it wasn't for the fact that she has high workers' skills and came to this dump, I'd say she was a noblewoman. She's even wearing a midnight-blue giant cave spider dress with matching gloves and mittens.
Atir Bridgeinches, a potter with some glassworking, animal dissecting, wood burning, and record keeping skills. He is very fat and has some odd tastes: Dragons (understandable), bismuth, “raw adamantine” (whatever that is), rope reed fiber (Elf!),  and blade weed. He is also antisocial.
Meng Pulleysmiths, an apprentice metal crafter and surgeon who is made chief medical dwarf (mainly on personality, as he is not antisocial). He likes something called “Daemonsteel,” which I think is a metal made by some fictional creatures I read about once.
Kogan Boatblizzards, a clothier, record keeper, observer, and...ooh, what's this? He's a speardwarf? Dawnstone now has a militia captain.
Next comes Solon Blizzardgate, whose personality and diagnosing skill elevate her to the position of chief medical dwarf. She is also a former cleric, being extremely religious, and has skill with a hammer.
Also, a giant badger sow got angry at the existance of Glovedbound after Planksearch arrived, and then again later around when Boatblizzards came.

We now have a dozen citizens (11 if Glovedbound keeps getting giant badgers angry at her very existance). We only have about 30 drinks left and no direct river access. We need to make a still and a well...and a hospital...and a spear...and armor...Armok, what don't we need?

53324
Granite 1, 31
Let's look around the site a bit more.
There's a couple sturgeon and a tribe of platypus people in the riverbed, but so far notihing else. Speaking of the riverbed, it seems to be the only place we can get clay.
We are on the northwest chunk of the area, and need to build a bridge to acess three-quarters of it. Or we could make a reverse bridge, which is the dwarven way. I have it planned already...I also choose a spot for an entrance staircase, a food stockpile, and a few workshops.
This will be a grand fort, visible from miles off! Oh, wait, I forgot to mention that. Since the beasts of the depths are even worse than jotunar and war elephants, I have chosen to refuse to live in the depths more than needed. Storage, maybe forges, maybe workshops, maybe even some living quarters...but the majority of our fortress will be in the light of the unblinking eye in the unwavering sky!
You know, that set when I was wandering the wilds...

Granite 3, 31
Yelledconstruct struck black sand under the river today.
Also, there are badger-folk wandering to the south, eyeing our advanced tools...they frighten me...
I also choose spots for butchers' and tanners' shops. Palacelantern seems the perfect choice for the jobs.

Granite 6, 31
One of the GCSs was butchered, to lower logistical concerns and bolster our food supply. I like GCSs...big, dangerous to enemies, and almost every part is useable!
A dog was also butchered today.

Granite 10, 31
Yelledconstruct finished the reverse-bridge to the west half of our area.
The platypus people were swandering (swimming and wandering) south, upstream.

Granite 12, 31
Glovedbound is taking advantage of our underground bridge...thing...to gather some more plants.   

Granite 15, 31
I order up a few wooden barrels.

Granite 17, 31
There is dolomite right under our staircase. I'll keep that in mind.

Granite 20, 31
The wooden barrels are complete.

Granite 21, 31
I discovered that my orders to toss bones, leather, and other misc. stuff onto the food stockpile by the river was interpreted as an order to throw in INTO the river.
[ARGH!!! I! AM! SO! ANGRY! AT! MYSELF!
Well, it's not that much...A bunch of waste, 2 dog leathers, 128 jabberer bones, 20 jabberer feathers (modded to be shearable and craftable), 24 dog bones, 2 jabberer skulls, 2 dog skulls, a bag, a bucket, some quartzite, some cloth, and a crutch...]
Great, we lost our crutch and a wagonload of crafting materials to their stupidity.

Granite 22, 31
I choose the spot where the three bridges meet to be our (current) trade depot.
Also, I call off the “Don't finish the south reverse-bridge, because of those badger people!” order, because they don't actually look that threatening.

Granite 24, 31
The other side is finally reachable!

Granite 25, 31
I begin setting up basic defenses around our bridge entrances.
Oh, and Yelledconstruct is starting the farming complex.

Slate 5, 31
The first farm plot has been...plotted...

Slate 6, 31
Since we have excess wood, I queue up 5 charcoal bars.

Slate 8, 31
The kiln is complete. Let gathering of clay commence!
Another farm plot was finished. I think I'll stop specifically mentioning stuff like this.


Slate 21, 31
With the death of the water buffalo bull, all animals scheduled for slaughter were slaughtered.
In other news, a slow news month has gripped Dawnstones.

Slate 26, 31
With the growling of a badger boar at Glovedbound, clearly angry at her very existance, and the presence of others in the vincinity of our fort, badger steaks are expected. The new meeting area is on the surface, so as to draw our animals to the irritable feasts. I'm told that Glovedbound has her detoxification solution for if one of the GCSs bites one. So the venom doesn't hurt us, that is. Venom-laced meat is not tasty.

Slate 27, 31
A platypus woman is swimming up the little river, separated from the tribe.

Felsite 1, 31
I choose a spot to start a wall leading across this part of our area.

Felsite 3, 31
As a badger becomes angry at the very existance of a jabberer, it seems my prediction will come true.


Felsite 6, 31
Dogs got two, the jabberer got one.
Make that dogs 3, jabberer 1.

Felsite 7, 31
I choose a spot for a dramatic Main Entrance Bridge.

Felsite 25, 31
Noting interesting. I queued up some pottery jobs.
A badger man gets angry at the very existance of a platypus woman. This could get...interesting...
I'm hoping for something interesting to happen.

Hematite 1, 31
Summertime. Good place to...arbitrarily take a break?

Our farming area is proceeding nicely, but we need more seeds. Yes, that means we have a need for seed.

Here is where most of our stuff still is.
And there is really nothing else to show.

-----

So...no one else? Just me here? Alright, I'll run this community fortress for my own amusement.

53325
DF Modding / Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« on: October 09, 2011, 03:03:26 pm »
Exactly what I said, only with less punctuation.

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