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Messages - GreatWyrmGold

Pages: 1 ... 3596 3597 [3598] 3599 3600 ... 3706
53956
DF Suggestions / Re: Many things
« on: July 16, 2011, 08:11:45 am »
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I've thought about DF elves a bit lately and I think it's more their style to be really good with natural poisons

Interestingly enough many of the greatest poisons on earth have been artificial for both their availability and their wide area of use. While some civilisations made use of poison they never quite had enough to field a certain number of poison soldiers with potent poisoned weapons.

I am actually quite frustrated by the Elves' mysterous survival skills that betray all logic and reason. Sponsoring HUGE populations on essentially nothing except possibly hunting. Despite being a "Retreat" they don't migrate either.

So while I have no problem with them getting access to poisons from their poisonous friends (assuming they live in an area with poisonous plants and animals), I don't want magical poison gathering tricks unless they ARE outright magical.

Eh. DF flora & fauna is already heavily fantastic. I don't have a problem with elves harvesting natural poisons. Besides, all the poisons in the game currently are creature extracts, though dwarves ought to be able to mine stuff like arsenic if poisons become a real part of the game. As far as scale of use goes, the relationship between the number of entities DF works with and the population of the real world in the ancient/medieval era is... super wide open to interpretation.

Elves are weirdly dominant in world-gen right now but that stuff changes wildly from version to version, I'm not getting hung up on that just yet.
The reason that elves sometimes dominate is simple: They never age and so pretty much only die in rampages of various beasties, fighting beastes, or war. That gives them a lot of people to draw  on in a war, and means they have a lot of time to get to know how to use their weapons. A large number of highly skilled people with crappy weapons>a smaller number of less-skilled people with better weapons. Heck, a skilled person with crappy weapons>a novice with better weapons (usually) and a lot of people with crappy weapons ~> a few people with better weapons (assuming the few aren't lucky and the many aren't superstitious about the weapons orthe people using them).

What's an army in DF? Like 40 people. Is that a metaphorical stand-in for 4000 people or does that mean 40 people? All in the mind of the player.
I always assume that those are highly trained units of operatives fighting each other.
That, and once civs get bigger I start discovering battles with thousands on one side and maybe two or three survivors on the other. And the two or three WIN. Despite being DEAD. I think that I'm not mixing events.
(Of course, if I was one of a handful of soldiers fighting a thousand, I'd surrender. But then, I wouldn't wall myself into the caverns or charge into a siege of war elephants or furies or whatever  without my buddies-at-arms just because they are there.)

Alright. Mithril. Bad idea. I get it. Sorry about that. But I would really like to see some use for Cobalite and different metal colors (without modding it in: that's the point of the "suggestions" page).
I put mithril in the same boat as hobbits: Good idea, but needs less Tolkein and more difference between it and elves/adamantine.
Personally, since I played D&D for years before finding out about DF, I think adamantine would be normal-metal-weight but sharp and REALLY hard, while mithril would be light and maybe a bit sharper, but not really harder. Of course, neither would be blue, and anyways I don't expect this idea to be taken, but I think it would be cool if there were different super-metals for different purposes. A sharp, red one for blades, a light, white one for armor/shields/other stuff that weight is the only notable factor for, a dense, green (?) one for hammers and maces, and a yellow, extra-valuable one that is crap for armor and weapons but like X1,000 for value and effectively boosts the smith's skills.

53957
DF Suggestions / Re: Ghost Happiness
« on: July 16, 2011, 07:37:32 am »
*Cough* Anyone remember the house ghosts from the first Harry Potter movie? They do mischiefs, mess around. But they also laugh, enjoy the feasts and party.
...You mean like Nearly Headless Nick and the Bloody Baron? Those are basicly normal ghosts with a special position, and appear in every Harry Potter book (and movie, too, I think).

But yeah, some partying ghosts would be cool. I'm kinda sad that they took those out.

53958
DF Suggestions / Re: Allow catapults to shoot anything.
« on: July 16, 2011, 07:33:48 am »
I'm amazed noone mentioned the obvious.

The spinning Axelord strikes the Dragon in the lower body, bruising the liver. tearing apart the spleen and tearing apart the left kidney!
The Axelord has lodged firmly in the wound!
The dragon breathes fire!
The Dragon is relieved that he is immune to fire!

53959
DF Modding / Re: Iron Webs and Other Chain-Creature stuff
« on: July 16, 2011, 07:28:23 am »
1: [WEBBER:INORGANIC:IRON] should do the trick.

3, 4 and 5: all metal items seem to be meltable, so iron webs collected as 'iron strands' should be meltable. If not, you can simply make a reaction for this.
Awesome! Thanks!

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You may have to add whatever tag lets you make clothes from adamantine to iron if you want to use the stuff as cloth.
Also good! I was thinking of using webs to represent tangling enemies up with chains, and it would be kinda weird to weave clothes out of chains.

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8: Boiling material syndromes are very unreliable. Often doesnt work. You may be better off making a shearable iron chain tissue layer.
But I want to have them strangle people with their chains and strike them and stuff! Is there any way to do that?

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10: make the syndrom material a creature material, without any tags like [ALCOHOL_CREATURE].
...Huh? I thought they could show up with creature materials. Now I'm confused.

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EDIT: a quick arena test revealed iron webs show up as 'iron strands', before even being collected. The rest seems to work though.
Not surprising, given how webs work. Sounds like they would work like bluestuff strands, except that you couldn't turn them into wafers.

53960
Sixthed, I think. (Is whatb Dutchling is, I mean. Wierd structure sentence.)

How would the new caravans solve this? Only things they can bring are preffed?

53961
DF Suggestions / Re: siege idea
« on: July 16, 2011, 07:07:50 am »
I am fairly certain that something like this was already planned.

Because Toady One is awesome.

53962
DF Gameplay Questions / Re: Dual Wielding
« on: July 16, 2011, 07:05:08 am »
what is realistic  in this game the most realistic thing is cats eating rats
Actually, Toady One has put a lot of effort into making DF realistic. From weather to erosion to keeping track of damage to the left kidney, DF is rather realistic, if still imperfect. But DF isn't even 1/3 of the way done, so that's not really surprising.

53963
DF Suggestions / Re: Cavern location!
« on: July 16, 2011, 06:59:13 am »
But the [nohollownotify] tag would be arbitrary!

Plus, I like breaching the caverns by accident.


I'm not sure about an initial rush of cavern critters, but more than a few gorlaks or a giant bat at one time would be nice.

53964
DF General Discussion / Re: Do you use graphics sets?
« on: July 16, 2011, 06:45:24 am »
No. Between being "how Toady intended it" or something like that an the fact that I'm so used to ASCII that I can varely make heads or tails of graphics...I just don't like them much.

53965
DF Suggestions / Re: Why 7/7 water?
« on: July 15, 2011, 07:13:44 pm »
Discuss.

You know that ending an OP with 'discuss' is pretty much the height of idiocy, right.

Anyways, it's because 0/7 -> 7/7 is 8 seperate states, making it granular enough without being too resource intensive.
A. Meh,  I thought it was better than nothing, which was the main other option I could think of.
B. Oh...Another smiley this forum needs is a facepalm/headdesk/other way of expressing embarrasment without using the plain  :-[. That doesn't show enough frustration at myself.

53966
DF Modding / Re: Our Living World of Nature
« on: July 15, 2011, 06:43:25 pm »
Try compressing a folder containing all the .txt files and uploading that. Also, cool.

53967
DF Modding / Re: Iron Webs and Other Chain-Creature stuff
« on: July 15, 2011, 06:36:48 pm »
3. Probably not.
4. ^
5. ^^
Sad.

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6. Hypothetically you could maybe create a layer for a body part that goes over every other layer and is made of iron.
7. Yes, as it would be its own separate layer.
But then how could I make them attack with and maybe hold objects in the chains?

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8. Have the syndrome in question cause necrosis in the iron body part only.
How much? How much pain? How do I stop them from either dying on the first smelt or being able to smelt their own chains indefinitly exce[t for eating/sleeping/drinking pauses with no long-term effects?

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10. I think it will only cause them to arrive with the metal, but I might be wrong.
I hope so.

According to this bug report, webs are kind of bugged but should work if you use [WEBBER:LOCAL_CREATURE_MAT:SILK] and [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE] in the creature's raws. In your case, I guess you'd have to make a new kind of "silk" that has the properties of iron, and replace "SILK" with whatever you define the new material as. I haven't tested this myself, but I think it should work.

Oh, and the merchants shouldn't end up bringing your syndrome-carrying stone unless it occurs naturally.
A. Cool. Is there any way to just tell it to use the properties of iron, like all of a bronze colossus's tissues use the properties of bronze? (Say, can you melt BC arms, etc?)
B. I hope so, but can't merchants come with anything their reactions can make?

53968
DF Suggestions / Re: Ports?
« on: July 15, 2011, 05:11:45 pm »
Couldn't the density system work like the melting temp system?  Materials above a certain density sink, while materials below that density float.  The other complication is how do these things move if they're not creatures?  does that mean there must be a new wid based mechanic?
Problem is, Toady is planning to implement other fluids, so there would have to be some idea of differing densities. Plus. that is harder than it sounds, like all of DF. Plus, what happens when the densoty is equal to water's? Plus, magma is denser than water. Plus, iron toy boats would sink. Also probably iron real boats.

Planned for a while now. Firstly we need to define what materials float and what materials don't. Currently everything sinks.
That's ridiculously easy. All materials already have a density value. Just need a way to determine the average density of multi-tile objects whenever those go in.

If it was easy Toady would have done it when he first implemented the system. There's probably more to it then that. Heck the cave-in system would need to be rewritten, as technically the boat is floating in an unsupported area. Not to mention that coding is never easy.

boats are probably going to end up being like wagons, meaning they are a creature of some kind

creatures can swim
They would swim IN the water. Drowning any passengers.
Also,  Toady notes that Wagons-As-Creatures will come to an end as soon as he gets mobile siege engines. Why waste time on something unplanned and irritating when it will be replaced by a more versetile system that is planned?

53969
DF Suggestions / Re: Cavern location!
« on: July 15, 2011, 05:04:49 pm »
And worse, there would be no realistic reason for the exploit to not occur.

53970
DF Suggestions / Why 7/7 water?
« on: July 15, 2011, 05:03:59 pm »
Why did Toady One choose to make water and magma in units of 1/7 of a tile?

Without good reason, I would suggest units of 1/10 (nice, round number) or 1/8 (less of a change, also roundish, power of two, perfect cube) fluid.


Discuss.

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