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Messages - GreatWyrmGold

Pages: 1 ... 3576 3577 [3578] 3579 3580 ... 3706
53656
DF Gameplay Questions / Re: Worst dragon ever or... bad dragons normal?
« on: August 16, 2011, 02:55:24 pm »
Luck. Spears are good at making vital-organ-kabobs.

53657
DF Gameplay Questions / Re: How to declare war on those hippies
« on: August 16, 2011, 02:51:12 pm »
Er...do you want to know how to not be at war with elves you are at war with, or how to go to war with elves you are not at war with?

The first may be impossible, the second requires: offering elves wood, stealing all of their goods (to offer to the next caravan), killing their merchants, and possibly modding in elven diplomats so you can make (and ignore) deals on how many trees you will cut down and then kill them.

53658
DF Suggestions / Re: Dwarf Civilization Mode
« on: August 16, 2011, 02:47:22 pm »
Only if every dwarf was separately pathing around the continent. If the dwarves were more abstracted, then it wouldn't eat up much more RAM then, say, Civilization.

Except we already have Civilization. What does Dwarf Civilization give us that's worth completely derailing development of the existing severely incomplete game?
Civilization doesn't have magma cannons, randomly generated giant firebreathing chartreause-feathered snakes, or artifacts. Or for that matter dwarves, dragons, or...well, anything that makes DF DF. Also, I didn't ever say "Add in a mode exactly like Civilization to Dwarf Fortress," I said, "Abstracting individual creatures could be a way to make it run better, like Civilization does."

53659
DF Suggestions / Re: Material Interaction
« on: August 16, 2011, 02:34:41 pm »
I dunno about killing Rome, but have you ever heard of lead poisoning?

Of course, with the amount of alcohol dwarves drink, they might have a resistance to toxins.

53660
so i could get a miner lizard? SWEET.
I don't think the guy who made the Dwarf Caramel mod added in a caste that has the Miner skill.

Where is this evil races and civs mod? I can't find it anywhere.
Its name got changed to Modcluster or something like that for some reason, presumably because it added a few things that were not evil races and civs.


As to the GCS...EXCELLENT CHOICE! A silk farm would be worth consideration. You have captured soldiers, which are the hardest-to-get component, aside from the GCS of course.
I can't wait to see what happens next.

53661
The disagreements here are because we want to try and balance gameplay with realism. In this case, those are somewhat mutually exclusive...unless the caverns give great rewards.

I like the idea of cavern creatures and plants having exotic properties, especially if incorporated with forgotten beasts and a magic system. (Why is this leather armor so much better than that set of masterwork steel?...Oh, it's from that giant feathered slug that was killed a few years back.) Maybe fruits that heal or buff dwarves, or cursed trees whose wood can be made into beds that slowly turn dwarves into monsters (probably monsters that are much, much stronger and fiercer than dwarves), or a cave rat that can be stewed into a delicious meal but is only found near some large, dangerous beast (incentive to capture such creattures as well).

And adamantine and other super-metals? Make them into more...interesting...forms. Maybe some only exist where a blessed beast has spilt its blood (leading to farming said metals by dropping such monsters, likely forgotten beasts, into danger-room-like setups...), or only in the walls of a cave dragon's nest, or as the glowing walls of a passage leading to a plug of an even more powerful and valuable ore that leads, in a random number of tiles to...well, where cotton candy leads to currently.

Speaking of which, I want more ways to find the circus. Maybe I could have a priest summon clowns, but if I have him summon a mighty clown when said summoner is too low of skill the clown might create a portal to the circus? Or a deep pit with a cotton-candy floor that I can mine out, leading to the circus, or sending a dwarf too deep in a winding passage of...erm...whatever the stone that makes up the circus walls is called in the circus-based terminology (circus tent?) mixed in with pockets of cotton-candy-type metal, but even better than CC, or...


And, back on topic, making the surface more dangerous would help the original issue.

53662
DF Adventure Mode Discussion / Re: Can you reach islands?
« on: August 16, 2011, 10:48:08 am »
Good luck if you try. Make sure it's a nearby island...

53663
DF Suggestions / Re: Aboveground Diversity
« on: August 15, 2011, 10:00:30 pm »
Geysers.

53664
DF Suggestions / Re: Dwarf Civilization Mode
« on: August 15, 2011, 09:53:11 pm »
Only if every dwarf was separately pathing around the continent. If the dwarves were more abstracted, then it wouldn't eat up much more RAM then, say, Civilization.

Also support.

53665
DF Suggestions / Re: SLAVES!
« on: August 15, 2011, 09:48:00 pm »
Been suggested twenty-three gazillion times, against dwarven ethics,maybe if/when Toady adds playable goblins, use the search bar, etc etc.

53666
DF Dwarf Mode Discussion / Re: Mandates w/out Justice = Not so bad?
« on: August 15, 2011, 09:46:05 pm »
Well, the noble might beat the offender him/herself, but aside from that no.

I always make the sheriff an unarmed, as-weak-as-possible dwarf.

53667
DF Gameplay Questions / Re: Getting dwarves to marry...
« on: August 15, 2011, 09:42:47 pm »
What, edit dwarves to have the [MARRIES_FAST] tag? Wait, that doesn't exist.

Maybe DFhack has a tool to make lovers marry, but other than that I think you have to pray the RNG likes you and lock the lucky lovers into a room with a well and lots of food.

53668
I think those kinds of bugs are common if you create several worlds in a row.

53669
Can your weavers/herbalists reach the plants? Are the dwarves in burrows? Did you wall off part of the caverns and designate plants/see webs in that area?

And no, plant designations stay and webs have no designations, so you don't need to constantly redesignate.

53670
DF Gameplay Questions / Re: Artefact bone cage
« on: August 15, 2011, 09:36:08 pm »
Nether-cap sawdust as a fire extinguisher...hm...the possibilities for a material that never changes temperature are endless. From slowly lowering the temperature of an entire planet until it is at freezing level to power plants of endless power to keeping drinks cold, nether-cap is king.

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