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Messages - GreatWyrmGold

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53926
DF Suggestions / Re: More Giant Animals/Animal Men
« on: July 16, 2011, 03:59:47 pm »
Ah. So I suppose that the proper fix would be some kind of tag to tell the game that gazelles are more likely to wander across the map than lions, and that badgers are more likely than badgermen/giant badgers.

53927
DF Modding / Re: Creating a new race
« on: July 16, 2011, 03:49:37 pm »
A. Chitin for yolks/whites.
B. Garbage dump.

53928
DF Modding / Re: Iron Webs and Other Chain-Creature stuff
« on: July 16, 2011, 03:45:44 pm »
The problem being that the others suggested using chains as a tissue layer. You can't make stuff grasp with a tissue layer.

53929
DF Modding / Re: Elf Retreat! (v1.2)
« on: July 16, 2011, 03:44:33 pm »
It is a fair assumption for in-fortress stuff.

53930
DF Gameplay Questions / Re: Workshops cluttered with one item?
« on: July 16, 2011, 03:39:17 pm »
No, yellow clutter just means there's SOME clutter, and it slows stuff down.
Horse skin and leather and stuff like that is so big that just ONE turns the tanner's shop to purple clutter.

53931
DF Suggestions / Re: More Giant Animals/Animal Men
« on: July 16, 2011, 03:30:47 pm »
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He has a point, though; however, I have (rather had) a fortress besieged by nothing but badger men, giant badgers, and the occasional badger. Nothing else. I think this is an issue that should be solved in vanilla, maybe a tag that controlls the chance of a certain species appearing.

What I think he actually means is: So much variety that it turns into a greyish blob.

So instead of a Fortress experiencing Wolfmen... it just seems Mantismen, Burrowing Owl men, and Cranemen.

A world that lacks the ordinary turning it into noise. He wants "Ordinary" and he sees that a vast variety of beastmen can only add to that noise, which is true.

It is a good point but it is a problem Dwarf Fortress has always had... It can't handle variety.

The issue however is that this cannot be skirted away from forever and needs, and I mean needs, to be fixed. This is especially evident in mods that feature a lot of races.
Hm...Hm...Hm...Hm...Hm...Hm...Hm...Hm...
I suppose the proper response would be to add more ways to add variety, unless I have no earthly idea what you are talking about.

53932
DF Suggestions / Re: Miniature Animals
« on: July 16, 2011, 03:14:38 pm »
While I am not feeling this suggestion I have nothing against it.

Though these comming about because of breeding would probably be better IMO. Even to the point where races can have occasionally miniature people.

A sort of caste that can force its way into a creature.
My idea was based in part on real-world pygmy elephants, and partly on reversing giant animals.
Of course, "breeding in" a new "caste" would also be cool.

How about miniature giant creatures?
What is this, the Comedy subforum?

53933
DF Suggestions / Re: More Giant Animals/Animal Men
« on: July 16, 2011, 03:12:39 pm »
Frankly I think the timespan for the finished battery should start after the current one is finished. I don't want this to turn into an endless sprawl of non-completeness.

One issue though I guess with Beastmen is that Toady doesn't know what to do with them and what their nature truely is. He actually seems to be moving backwards with what he things the Beastmen are. Originally in fact the Beastmen were supposed to be tribal groups that would be called upon the elves for assistance.

Now however Toady just hasn't really decided likely because the Elf was just an idea and he is getting close to the point where toady actually needs to make a decision. So the inspiration to complete them my not be there as he may very well have to edit them later.
I think that above-ground animalmen should be to above-ground what underground animalmen are to below-ground, but that's another suggestion.

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Anyhow here is a question:

Do the fantastic animals count? For example a Fluffywambler man? Unicorn man? Whatever the Goblins ride Men?

Which I'll admit I'd like (Animalmen of the made up animals and fantastic animals) to see it, but does it count?

Also Hoary Marmot men should be called Marmot Men... for lovelyness.
Fluffy wamblers are already humanoid-shaped, so a fluffy wambler man would be sort of redundant. Unicorns and beak dogs are already on the list.

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According to  you, we shouldn't have a suggestions forum at all!

Nay, I was merely conveying a helpful nugget of information. In any situation at all, "I would like to see xxx" sounds a lot better then "I want xxx" and it has more of a punch. While "I want" just makes you sound like a child (and sets you up for a lot of snipy comebacks). Furthermore, I do not quite know how you extrapolated my statement as a suggestion to remove the suggestions forum.
Alright, he phrased it badly, nut the suggestions forum is a place for people to say what they want, if in more words. However, as you put it,
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Moving on though

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Earthworm Men

Here's an iffy, all in game animal men already had legs in their previous form.

And Beak Dog Men seems a tad iffy to, they're already raptor like creatures.
A. Olm men. I think. If not, snakemen.
B. Cave swallow men. Think: A raptor's stance is that of a bird, except for the able-to-fly part.

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I would like them to be made rarer than ordinary animals

That would be determined mostly by Biome.

Your not going to get Peacockmen in the desert.

Afterall what determines normacy in Dwarf Fortress? A world where I have yet to see a red robin.
He has a point, though; however, I have (rather had) a fortress besieged by nothing but badger men, giant badgers, and the occasional badger. Nothing else. I think this is an issue that should be solved in vanilla, maybe a tag that controlls the chance of a certain species appearing.
Two unrelated suggestions in one post? Geez.

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I am not trying to discourage these creature suggestions, I'm just saying that Toady has more important things to work on and he has made it so users can make these small additions themselves

Here is the thing. What you just said right there is perfectly valid. "This isn't important enough for toady to waste his time, just mod it in".

"Mod it in" isn't valid. There is a major difference and that is what I was getting at.
Yeah...but I still think that just because you CAN mod it in, doesn't mean that Toady SHOULDN'T add it to vanilla once he's not busy with other stuff. And because you can mod it in (if you know how), it would be easier to implement than many suggestions.

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Though once again, should fantastic animals be included in the animalman lists?

I say yes but you may say differently.
And to those in the latter category: Cave swallow men.

53934
DF Suggestions / Miniature Animals
« on: July 16, 2011, 02:48:38 pm »
Miniature animals are simply the flip side of giant animals: Animals, maybe only living in benign or nonsavage areas, that are smaller than normal and usually have [PET_EXOTIC] (if they have it) replaced by [PET]. They would probably not be a lot smaller than normal versions, but more like real-life pygmy elephants and whatnot as far as relative size to their normal counterparts go.
The great thing about this suggestion is that it would require nothing more than a new vanilla creature variation template, new creatures that use it, and maybe some way to deal with miniature cats killing each other and causing tantrum spirals.

Animals I think would be interesting to have as miniatures include:
Spoiler (click to show/hide)
(If you want to add an idea, just say so.)

53935
DF Suggestions / Re: More Giant Animals/Animal Men
« on: July 16, 2011, 02:01:05 pm »
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I want him to get to the old animals too.

Please don't say 'I want xxx'

It makes you sound childish, and Toady does not bend to the whims of isolated individuals. He is the creator of the game, all that matters is what he wants.

And use your logic, if he is creating animal/giant variants for future creatures, he's obviously going to go back at some point and create them for the older creatures. It might be during or after the caravan arc but it will happen.
According to  you, we shouldn't have a suggestions forum at all! Okay, maybe he should have phrased it more like "This is why DF should include XXX," but it comes to the same thing. If people want to be blunt and to the point, or their arguments have already been argued earlier in the thread, don't jump on their backs for the way in which they express their opinion.
And while around 50% of suggestions are already planned, not all are. Don't assume you know what Toady is planning.

Now can we PLEASE talk about the suggestion and not about the way others talked about the suggestion?

53936
DF Suggestions / Re: Extra function for stockpiles
« on: July 16, 2011, 01:13:25 pm »
You can already sort stockpiles by quality, and from there it is not hard t d-b-[d or m].

Still not a bad idea, I just want to point out a temporary solution.

53937
DF Suggestions / Re: Exportable Armies
« on: July 16, 2011, 01:01:36 pm »
That sounds...interesting. I can't say more because I only have a vague clue what on Earth you are talking about. It sounds epic, though.

53938
DF Suggestions / More Giant Animals/Animal Men
« on: July 16, 2011, 01:00:03 pm »
I will preface this suggestion with a note that I am AWARE that this suggestion could be achieved through modding. Note, however, that it is something I'd like to see in vanilla, if only for those who do not know how to mod; plus, it would be easier to implement than most suggestions due to only requiring fiddling with the raws. Now for the actual suggestion part.
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In 31.25, DF has a large number of animalmen:pandamen, capybaramen, badgermen, and many more. Most of them are sponsored animals.
If the mere platypus has a giant and an anthropomorphic version, why doesn't the famed carp or the fearful elephant?
This suggestion would merely require a spare few hours tinkering with the raws, and would vastly widen the wildlife to include all sorts of fearful beasts.
I am not suggesting you make all animals have giant and anthropomorphic versions, just iconic DF critters and a few other, special ones. A by-biome-of-the-original-creature-IIRC list I made, with only the requirements of either being based on an iconic DF creature or sounding cool:
Spoiler (click to show/hide)
(If you want to add an idea, just say so.)
Okay, I implied that a few of those would require extra tags, but I'd be fine with war giant dogs (and don't items already have adjective tags that could theoretically be used on creature variations?) and giant cats unable to bring in larger kills than rats and stuff.

EDIT: Found vermin list; added many giant vermin and vermin men.

53939
DF Gameplay Questions / Re: Long Falls: I Think I Might Misunderstand
« on: July 16, 2011, 12:34:09 pm »
Glad I got that clarified before I tried to feed my fortress on xgoblin meatx...

53940
DF Gameplay Questions / Long Falls: I Think I Might Misunderstand
« on: July 16, 2011, 12:22:29 pm »
I was under the impression that dropping a creature far enough would cause it to explode into meat, fat, bones, and so forth.

Is this right, or do they just explode into body parts that rot into bones and skulls?

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