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Messages - GreatWyrmGold

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53326
DF Modding / Re: My bullets aren't deadly enough!
« on: October 09, 2011, 03:00:56 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.

53327
DF Modding / Re: I think I screwed up somewhere...
« on: October 09, 2011, 02:16:18 pm »
Thanks, Kweri!
Now to figure out how to discard the  blocks...

53328
Let's try again.
-----
Tadinomon, The Enchanted Realms
We live in a dangerous world. We must weather everything from dark stranglers to jotunar if we are to survive. How can we do this? Only by perseverance and strength, and the will of the mountains. We will live. We will triumph. Why? Because WE! ARE! THE HAZY DAMONDS!
--Excerpt from a speech given by, Oddon Fencedled, the king of The Hazy Diamonds, during his coronation speech.

Those were the words that brought us here. Lucky us.

We were chosen by our fifteenth monarch in the last thirty years--since the beginning of creation--and now, after two years' prep, we are finally ready to try and make our new fortress...Dawnstone.

It is placed here, near the coast, where two rivers meet, far from other centers of civilization.

We also have a large number of animals, several of which we are slaughtering as we no longer need them.

We also have a fair amount of supplies...

...but our herbalist will need to supplement these until we get our butchery or farms up.
We also have lye, alpaca wool cloth, cave spider silk thread, some logs, some quartzite, a piece of grainy plastik, a few ropes, some spare bags and buckets, a splint, a crutch, a pick, an axe, and the clothes on our backs.
My name is Olin Smootharrows, but everyone calls me Great-Wyrm Bronze, in part because of my favorite metal, and in part because of how studious and organised I am.
[spoiler=Profile]
I was elected leader of this expedition because of my focus and organization, my previous experience in organization and negotiation, and because I am stubborn as a draltha. In addition to this vital role I play, I am a woodcutter.

Another vital member of the fortress is our miner and engraver, Atis Yelledconstruct. She often butts heads with me, due to the fact that she is even more stubborn than I (although I have more patience, which helps in the long run). She is friends with Avuz Palacelantern, a craftsdwarf-of-many-trades capable of taking a log and a lump of clay, then turning it into some figurines which she bets along with three microcline mugs she also made in a game of Five Queens and beating you soundly. Unfortunately, she is often depressed and keeps her thoughts to herself. Also along is Lorbam Walledeast, a down-to-earth furniture-maker who likes pandashi leather (Not panda, pandashi--where could he have picked up that taste?) and brook lampreys for their beauty. Down-to-earth, head in the clouds, I tell ya. We also have a clothier/mechanic who combines those two tastes. Her name is Tulon Wheelslanced and she is the most outgoing individual I have ever met. She is, oddly enough, both conservative and honest, and immodest and undisciplined. Next we have Stukos Grottoposts, a weaver and grower who used to work on a pig tail farm, but decided after the third time he was attacked by a naga-man, he should move. So he did. He seems to be enthusiastic, but also a bit...I dunno, reserved, like he wants to go along with your ideas because there isn't possibly anything better to do. Finally, we have our herbalist, cook, and brewer, Tekkud Glovedbound. She seems a bit emotionally unstable, which is why I'm glad she'll be spending most of these first months out gathering plants, away from everyone.

Here we are, 'tis time to strike the earth!

53329
DF Modding / Re: I think I screwed up somewhere...
« on: October 09, 2011, 10:12:49 am »
3. Did I just make a tyop?
Yes you did, lol :p
About the raws, i don't really know.
That was a jo...never mind.

53330
DF Adventure Mode Discussion / Re: Question About Organs
« on: October 09, 2011, 10:00:15 am »
Some bleeding maybe. Most organs in DF are just bags of blood-vessel-filled flesh that can be butchered and eaten as far as the game cares.

53331
DF Modding / Re: Dorf Space: Version 2.1.1! Now open for suggestions!
« on: October 09, 2011, 09:58:46 am »
Why not have "dead trees" or something?
And why did you take out the advanced geology of DF? That's one of my favorite parts!
I have trees that are made of leaves (Basically impassable ferns), but I'm not sure.

The advanced geology isn't the focus. Dead Space doesn't go into the geologic makeup of other planets, so it would not be accurate anyways. You'll still have all the same metals and such, just you won't have dwarven epilepsy.
I'd still like the game not to crash. Couldn't you just remove the woodcutter profession?
And if basic geology is also causing crashes, why don't you just add a few more random stones ("Blue stone," "Tan stone," "Red stone," etc; maybe "Shiny stone" or "Marble" or something valuable?). Also, who says that a different planet is going to follow different physical laws insofar as geology goes? Maybe sedimentary, but unless Aegis VII is REALLY weird, it should probably have similar geology to Earth.

53332
DF Adventure Mode Discussion / Re: If I buy 314 titan meat....
« on: October 09, 2011, 08:49:40 am »
Don't worry. Your backpack is like a TARDIS that powers itself by your energy. You'll slow down, but can carry as much as you like.

53333
The general consensus seems to be to use some other mod, so I'll go with FD. Been meaning to get that again anyways...

53334
DF Modding / I think I screwed up somewhere...
« on: October 09, 2011, 08:45:08 am »
I embarked in an evil biome with clay. Deciding that blinking eyes for grass wasn't creepy enough, I decided that the SOIL ITSELF would be tainted. So I went into the world's save and added this:
Code: [Select]
[MATERIAL_REACTION_PRODUCT:FIRED_MAT:CREEPING_EYE:SOAP]to a local soil. When fired into bricks, it became... "blocks." Maybe " blocks." The errorlog came up with "CLAY_LOAM::Unrecognized Material Token: CREEPING_EYE".

1. Do soap blocks not work?
2. Do organic [MATERIAL_REACTION_PRODUCT]s not work?
3. Did I just make a tyop?

53335
DF Suggestions / Re: Weapon property attacks
« on: October 09, 2011, 06:49:28 am »
I'm sure we've all twisted our fair share of spears around in the wounds of our foes, and even chairs or giraffe necks for that matter. This suggestion builds on that.
...How do you separate the neck from the rest? This is so ludicrous that I might have to try it.

Quote
Weapons can become lodged in people as it stands now, some more frequently then others, my suggestion would be to add more weapon specific advantages, maybe even some disadvantages.
Sounds good.

Quote
1-Grapple weapons
For example, let's say you have a leather whip, or a spiked chain. These weapons would ((hopefully)) be less deadly then say, a two handed sword or dagger, but make up for that with an exotic property.
These would be so-called grapple weapons for the fact that whenever you strike a creature successfully it has a chance to make a secondary wrestling "grab" on the part that you hit.

*The copper spiked chain hits the goblin maceman in the left leg.*
*it has become entangled there*


This would give all the penalties of being grabbed to the goblin, and on your next attack you could choose to wrestle then in much the same way you would with a non-empty hand. Choosing to take-down, throw, lock or release. If you hit the neck or head perhaps even a choke-hold and strangle attempt. Maybe even impart a bonus and let you wrestle creatures that would be too large for you to otherwise knock down or choke.
More limited--how much force can you exert from a limp leathery thing?

Quote
2-Knock-back weapons
So, as of the current build large blunt weapons are great for breaking bones, fighting armored foes or otherwise disabling people. But lack the limbs flying off in an arc/lodging in wounds potency of piercing or slashing weapons. I would suggest that they have a chance to knock a foe back, or prone. ((I am aware this it is possible with uber-super human strength to propell targets from the force of a blow, but then it's also possible to do that with a kick or a copper longsword when you're hercules)) So that even a relatively average bandit hammer-man could knock you to your back with a blow, even if you're a size or two bigger then him.
This used to happen. Then Newton's 2nd Law got in the way of the fun.  :(
Maybe in some future version when magical weapons are re-implemented.

Quote
3-Cross-bows and point blank range
So, as it stands when someone rushes up to a crossbowman they'll bash that fool, great. But honestly the point of a cross bow is to shoot people with it. I would suggest that when you engage in mele with a currently loaded crossbow as a blunt object, you have a chance to fire the bolt into the enemy afterwards. In the same round mind you. And it would not go into the agonizingly long "Kill me" phase of standing about reloading while people stab you. ((reloading as a non-automated option really needs to be implemented))
Hell, reloading not taking six times as long as throwing the bolt, and people not charging into melle to smack people with their crossbows! (Except for when they stand two tiles behind fortifications and watch the goblins enter the fortress to murderize everyone until the goblins enter their hallway, THEN smack them with their crossbows.)

Quote
4-Pikes, halbreds, and people up in your grill
I would really...REALLY just like to suggest. ((and I'm sure it's been suggested already)) that you not be able to stab someone who's in the adjacent/same square as you with a weapon longer then yourself. Not with anything but a bash from the shaft that is. To off set this make everything but your standard spear and the short spear be able to -only- attack people -2- tiles away. For pikes even make that -3- . I could see this being VERY useful once/if mounts or natural reach on giant creatures is implemented. Since honestly it would be impossible to kite a bronze collossus or ettin. It would also make tactically different foe if like archers pikemen tried to stay at range.
Not a bad idea. I have nothing to add, except the little issue of UI for such attacks and the possibility of holding the weapon with the head closer to your hand (losing leverage, but invaluable when in a pinch).

EDIT: Left the end of the quote about here. Oops.

Where you can bite a man's head off
A simulation IN ALPHA.
And we like proper punctuation, thank you very much.

Ok.. go outside, get a stick longer than say, 8 feet or so, and try to 'flip it around'. Then try to do it fast. Then try to do it fast enough and accurately enough not to get your nards chewed off by an angry beaver. Then try imagine doing it if you were two or three feet shorter, i.e. a dwarf.

 I know halberds were chiefly European, but the concept of hafted weapons/pole arms are found in every part of the world, hence the reason I was discussing multiple varieties and fighting styles.
Erm, I don't know about you, but I'm neither a crazed adventurer possibly born from the gods, nor a well-trained dwarf who has a list of kills as long as his arm. I think that asking the average DF player to "prove" that some combat action is impossible is like asking the average Pintupi tribesman to "prove" that driving a car is impossible: Neither has any clue or experience in how to do it, and both are something I'd want to stay out of the way of.
Oh, a lot of people already said that, just in a different way...I'm leaving this here anyways, I like my analogy too much.

Lastly, in a pinch you can use a crafted stone goblet as a weapon. I have no qualm with improvisation.
No, you can't, not in DF (they're mugs), and not unless you found someone who made a stone goblet IRL.
Small nitpick.

53336
DF Suggestions / Re: Hide unknown materials
« on: October 09, 2011, 06:41:24 am »
One thing I'd like is if, assuming it's not impossible, all forgotten beasts were lumped into one category, and (once you breached the circus) all clowns in another, stuff like that.
However, you should be able to choose stockpile options for any material or object that your civ's dwarves know about. "Hm, I want this stockpile by the forge to contain steel for when we get our military industries star...what do you mean, you don't know what I'm talking about?"

53337
A. Really? Huh, my felynes made stuff in the workshops just fine. That's where the bed and the microcline (or was it cobalite? Not the ice crystal I was hoping for) coffer were made.

B. I'd consider it...hm...maybe if I regenned the world, but with the FD mod...wait, how do you get the worldgen parameters from a world? I feel like I should know this...

53338
DF Suggestions / Re: Stop the auto-pause!
« on: October 09, 2011, 06:31:51 am »
Instead of an init option, just make it so you can pause/unpause right there ingame.

I prefer keeping it paused when i'm designating, so if for example i make a mistake with designating stuff to mine and i don't realize the mistake until i check everything's designated right, that mistake won't end up with a FB being freed because that one wall i accidentally marked for mining was the one wall keeping the FB out. Etc.
Agreed. I actually like how the game pauses; it means that my miner won't starve while I'm trying to figure out how to dig him out.

One thing that would be helpful and somewhat related to this is the ability to enable/disable auto-pause from within the game. For example wet/warm stone discovery. The reason I am saying from within the game is that there are situations where you know that digging in that area is safe and you want to do it anyway. That add-on to that would be to be able to turn off designation cancellations under certain conditions as well, and for the same reason.
Like if you know that the stone is damp from the river overhead?

53339
DF Dwarf Mode Discussion / Re: Editing raw so d0rfs can butcher sentient?
« on: October 09, 2011, 06:29:44 am »
It'd just be easier to catch a GCS. Less limited, too; a GCS can provide any amount of silk. Plus, their farming requires large, wild monsters and/or goblin soldiers, so that's always Fun!

53340
DF Suggestions / Re: Alcohol in healthcare
« on: October 09, 2011, 06:26:16 am »
Also, giving alcohol as primitive anesthetic is either historically accurate or else a fallacy that has embedded itself in the cultural psyche, so that might be something to consider.

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