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Messages - GreatWyrmGold

Pages: 1 ... 3566 3567 [3568] 3569 3570 ... 3706
53506
DF Gameplay Questions / Re: Capital Question.
« on: September 05, 2011, 02:16:08 pm »
You will not get a monarch. Sorry.

53507
DF Gameplay Questions / Re: Weapon Choice for Clowns
« on: September 05, 2011, 12:58:24 pm »
Well, if you want to try and rout the limitless Soldiers of Hell, each towering over any mortal being and possessing powers of flight and worse, with mere sharp sticks, it's your fortress.

53508
DF Gameplay Questions / Re: Strange unsupported platform - can't cave in
« on: September 05, 2011, 12:39:25 pm »
Out of curiosity, why did you engrave a chunk of rock you were just going to drop?

And why did you create that huge space?

53509
I usually just lump my worthless migrants into various squads, equip them with what's convenient, and train them by sending them against some wild animals every so often until the goblins come. The result is a landscape coated with a sticky red coat of blood, and a large, barely-armed and only slightly better-trained, against whatever menace comes to menace my forts.

53510
DF Modding / Re: Need some help making a human like creature.
« on: September 05, 2011, 11:29:39 am »
1. The flier tag kinda works. Flying invaders, semi/megabeasts, and wild animals can path directly over walls and such just fine. Traders also fly, but they leave their non-flying pack animals behind. Fortress citizens will fly somewhere if it is faster than walking, but anywhere they can't walk to is off-limits. Adventurers can fly just fine, but can't go higher than the highest z-level of the region tile that they are in, making it useful for little other than crossing rivers and entering forts for the most part. Anything I missed?

2. I dunno.

3. See #2. I guess it's possible if he blindly charges into his own flaming cloud of death, but Darwin was bound to select such an individual eventually.

4. Alright. Watch out for flaming clouds of death, or at least carry a shield.

53511
DF Suggestions / Re: Litter sizes and average offspring
« on: September 05, 2011, 11:18:06 am »
We already have a tag for that [MULTIPLE_LITTER_RARE] (or something like that)

Other animals have a range of the number of infants they can give birth to. Dogs for example, give birth to around 5-8, five is considered the 'average' as much as eight is. The game already mimics this by having a range stated in the tag Leonance pointed out.
For instance, some animals can have 1 to 6 kids with an average of 2 or 1 to 6 with an average of 3 etc...
Think about that.

-----

That said, it is a good idea...except that it would likely require rewriting EVERY mod. Not worth enough for the hassle.

53512
DF Dwarf Mode Discussion / Re: Dwarf Basketball--would this concept work?
« on: September 05, 2011, 06:34:05 am »
Great Wyrm-
I recommend swinging the hammer in a circular motion.
Let me rephrase that.
Could you LIFT a hammer as heavy as half of Texas? I imagine that that would negatively impact your ability to use it as a weapon.

Ok, I have no idea.  I heard that dwarven driving ranges had been nerfed, but I didn't know it was this difficult.  Maybe it's been removed entirely...
I've seen bronze colossi punch things a few tiles. Maybe you just need a MASSIVE size advantage?

53513
DF Dwarf Mode Discussion / Re: Magma Cages + Drop Pods
« on: September 05, 2011, 06:29:17 am »
Ice can't be made into anything except constructions and buildings, and has a nasty tendency to melt. You might want to try something that won't dump the dwarf out while the cage is being lugged to the magma pit.

53514
DF Modding / Re: Exploding Syndrome?
« on: September 05, 2011, 06:25:18 am »
Next version we'll probably be able to make venoms that give [SEVER_ON_BREAKS], but not now.

53515
DF Modding / Re: Trying to mod in a new...sort of soil...I need help.
« on: September 05, 2011, 06:23:12 am »
Making it collectable requires it being a soil, which can be farmed on, which is what I wanted to know if there was a workaround for. There isn't. Boo hoo. I'm dealing with it.

53516
DF Dwarf Mode Discussion / Re: Cave-In Cannon
« on: September 05, 2011, 06:07:18 am »
Pics or it didn't happen?
I said READY the cake--I'm preparing, but haven't done it yet.

It's actually possible to build walls around bridges. I usually do it, in order to make my floating fortresses. The trick is to start off from the shore to the end, and then making the end-walls, floors. That way, you can finish up the project.
WWWWWWFW
BBBBBBBBBBBF
WWWWWWFW
Then you remove one floor.

WWWWWW W
BBBBBBBBBBBF
WWWWWWFW
And replace it with a wall.
WWWWWWWW
BBBBBBBBBBBBF
WWWWWWFW
Rinse and repeat.
Yes, but the WALLS are supporting the walls. Your point?

53517
DF Dwarf Mode Discussion / Re: Dwarf Basketball--would this concept work?
« on: September 04, 2011, 11:13:55 pm »
The dwarf is too weak. Could YOU swing a hammer as heavy as half of Texas hard enough to fling something across the continent?

53518
DF Dwarf Mode Discussion / Re: Cave-In Cannon
« on: September 04, 2011, 10:32:12 pm »
Ready the cake.

53519
DF Modding / Re: Trying to mod in a new...sort of soil...I need help.
« on: September 04, 2011, 10:21:38 pm »
If I add [SOIL], will that mostly...actually, it seems like it would...hm...Too bad I can't make it how I want. Thanks for trying!

53520
DF Dwarf Mode Discussion / Re: How the hell would this work??
« on: September 04, 2011, 10:11:32 pm »
I just got a forest titan..that breathes fire..smhh.
That's nothing. I got sigged for pointing out that everyone was amazed that someone figured out the military system, but not that the way they did so involved a desert titan...made of ICE.

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