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Messages - GreatWyrmGold

Pages: 1 ... 3591 3592 [3593] 3594 3595 ... 3706
53881
DF Dwarf Mode Discussion / Re: Atempting the "Cave Challenge"
« on: July 20, 2011, 03:42:01 pm »
Hint: Watch out for giant cave spiders. They can start near-fatal tantrum spirals as deadly to a fort as it's venom is to the individual dwarves. To kill it, swarms seem to work best, but leave out your important dwarves.

53882
I think there is a tag that makes materials cookable.

53883
DF Modding / Re: Dwarfy Pets
« on: July 20, 2011, 03:21:05 pm »
How about a cave penguin with shearable feathers? The idea came to me while reading a mention of feathers getting the [SHELL] token and making an awesome artifact.

Or maybe a wooly draltha, which is essentially a cave-dwelling wooly mammoth, but dralthaeyer. Also shearable.

Maybe a giant cave scorpion with spicy venom that is only deadly if injected, can be milked for a honey like substance, which is brewn into mead.

I am a never-ending fountain of mediocre ideas.

53884
DF General Discussion / Re: What Would Urist Do?
« on: July 19, 2011, 08:41:04 pm »
First off, hitty40, I know you didn't like how G died, but STOP STEALING MY WWUD SHTICK!

Second off, nothing. There are no sentient artifacts...yet.

Tird off, what would Urist do if he was an immigrant to Ganymede, and a small piece of scrap metal struck the side of the ship near where he was?

53885
DF Dwarf Mode Discussion / Re: Preferred method of warfare?
« on: July 19, 2011, 08:37:04 pm »
I always try a trappy hallway leading up to my fort, but my early defense is always a bunch of cheese makers, miners, and beekeepers that grab whatever metal weapons I have and several training ones to kill random wildlife for food and EX, only to get killed when REAL foes show up.

53886
DF Dwarf Mode Discussion / Re: Preferred living styles
« on: July 19, 2011, 08:34:25 pm »
Big entrance, entrance bridge, near-the-surface workshops, trade depot and some stockpiles near the workshops, dormitory and dining room a bit deeper down, individual rooms scattered about above and placed in big hallways below, with the bedrooms being quite nice if the mason and engraver ever get off break and the assorted cheese makers and children get around to dragging in the beds, sometimes individual offices, occasionally individual dining rooms, farms in the soil, one kiln near the clay-gathering area, others on the clear-cut surface or the massive pseudo-adobe walls that surround my fort and make up most of its constructions and such. I might have the only fortresses where the red is not blood.

53887
DF Dwarf Mode Discussion / Re: FPS saving embark
« on: July 19, 2011, 08:29:18 pm »
High-traffic areas everywhere help, and don't require dorftime or resources to set up, but are tedious.

If you want an efficient fort, place spare staircases around, use advanced stockpile options, cluster workshops around stockpiles, have a few dedicated haulers, and don't be afraid to quantum dump.

53888
DF Dwarf Mode Discussion / Re: How do you keep the game interesting?
« on: July 19, 2011, 07:58:30 pm »
Wait, how do you support stuff from the sky? I might have my next megaproject...a dwarven airship, with caveins turned on...

53889
DF Dwarf Mode Discussion / Re: Dwarf Fortress:
« on: July 19, 2011, 07:51:24 pm »
Dwarf Fortress: There is already a thread for this.

Dwarf Fortress: Look up "This game needs a tagline."

Dwarf Fortress:We're disappointed the the world doesn't burst into flames.
p
Dwarf Fortress: I try to get some use out of huge, wasteful, complicated projects that can cause dwarves death if you're not careful, and that makes me one of the most efficient overseers.

Dwarf Fortress: Ignore greedy suggestions pertaining to a certain blue metal, unless you have a massive military.

53890
Hm...

Well, let's hear about what's happened so far, then suspense is irritating me!

53891
DF Modding / Re: Iron Webs and Other Chain-Creature stuff
« on: July 19, 2011, 07:32:44 pm »
There isnt actualy even a need to make it stone in the first place unless you intend to build anything out of it.
What else would it be? Alcohol?

53892
DF Modding / Re: Elf Retreat! (v1.2)
« on: July 19, 2011, 07:30:27 pm »
What is the value of copperwood compared to that of copper and wood? What is the value of ironwood compared to that of iron and wood?

Three ideas related to metalwoods:
1. A "silverwood" and a "goldwood" that are made similarly to how copper and iron woods are, but being heavy, valuable, and bad at weapon making.
2. "Alloys" of two or three different kinds of -woods to make a new kind of wood.
3. Steelwood, made by combining some rare-but-findable-if-you-know-where-to-look-thing, a rare herb maybe, that is steel-equivalent. Maybe also an EXTREMELY valuable type of wood, even more valuable than aluminum and maybe as light, that is made from goldwood the way steelwood is made from ironwood.

A few other ideas:
4. Unique trap components? Maybe a large leafblade?
5. Wooden mechanisms?
6. Name: War Elves, or Tinker Elves, or Trap Elves, or something.
7. Giant wooden corkscrews, if only for screw presses.
8. A caste of wimpy whatever-elves that learns combat, menial labor, and healthcare skills slowly, crafting skills quickly, and starts with natural skill in surgery and mechanics. Call them "Mad Elves" or something, and have them be a bit rarer than the berserkers.
9. Alcoholic elves of some kind, which are slower, dumber, and [ALCOHOL_DEPENDANT], but breed quickly and are cheerful. Kinda like Genesis's mushroom dwarves.
10. Other castes with inbuilt neuroses and psychoses like these. Sounds !!FUN!!, no?

53893
DF Modding / Re: Dwarfy Pets
« on: July 19, 2011, 07:12:28 pm »
Try looking up the Dwarf Caramel mod. It might help give you ideas.

Maybe add some species of land-olm that has colorful gills (the males only, ideally), that lays delicious, rubbery eggs (dwarves caviar) but doesn't give meat when butchered due to it's size (~rabbit/cavy size). It is a pet and egg-layer.
Hm, maybe it should adopt dwarves...

Also, a smaller relative of the large giant toad (large toad, like with rats?) that hunts in packs and can be domesticated. A bit smaller than a dog, but faster and with a stranger bite.

A relative of the plump helmet man, maybe a plump helmet hound, that can be milked for some kind of juice (both castes), which can be cooked or brewed into a somewhat-high-value plump helmet cider.

A domesticated version of your favorite cavern critter(s), with the same use (companion, war, meat, milk, etc) as your favorite RL domestic animal(s), and different traits to match.

Etc.

53894
DF Modding / Re: Fellow modders... I need DIScouragement...
« on: July 19, 2011, 07:01:57 pm »
Awesome, Spirit of Power sighed me! I'm up to 4!

53895
DF Dwarf Mode Discussion / Re: I found a mountain
« on: July 19, 2011, 06:31:37 pm »
You want to know what to do?

Dig a winding tunnel from bottom to top, carving fortifications here and there that allow marksdwaves to fire at invaders. A last-ditch trap should seal off the marksdwarf fortifications and flood the tunnel with magma. Remove ramps that lead to the top, and build a massive platform over the plains, carving a hole into the mountainside to make the plain larger if necessary. Include a magma pit for garbage disposal, forges, furnaces, and a sub-orbital magma dropper, and also a well weaving down to the cavern's seas. Move your entire fort there.


The other ideas are fine too, I just prefer functional monuments to waste and inefficiency.

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