Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3630 3631 [3632] 3633 3634 ... 3706
54466
Thanks for clearing that up.

Protip: Don't decide to try DF again during exam time.

I just wrote a story about Urist being cheated on by his wife for my essay on conflict...
:D

54467
DF Gameplay Questions / Re: Probably a simple question.
« on: June 07, 2011, 09:29:57 pm »
There is no such thing as a simple question in DF.

54468
DF Modding / Re: Dorf Space: Version 1.4!
« on: June 07, 2011, 09:29:05 pm »
Question: Can you provide a quick overview of what the mod offers in the first post?
You can now live out your Dead Space fantasies!
Remember the glorious days of mauling necromorphs? Now combine that with Dwarf Fortress. This is the bastard child you get!
This about sums it up.
All I know about Dead Space is that it involves zombies in space. Therefore, I understand 51% of this mod's flavor and probably ~25% of its mechanics.

54469
DF Suggestions / Re: Secrets List (spoilers)
« on: June 07, 2011, 09:10:25 pm »
What I called X-o-mancy.
Procedural generation would be fun. "The Uselessness of Beasts is a secret learned by Urist McMason in 1052. It is engraved on Worthlessfiends, a rose quartz slab. It allows whomever it is passed on to to know how to control siltstone. Beware; all who hide in darkness desire this knowledge!"

(That last part makes people try to steal the slab more. I just made it up.)

54470
DF Suggestions / Re: Elven Necromancer Raise Trees?
« on: June 07, 2011, 09:05:38 pm »
I like the idea of a...woodromancer?
Maybe all kinds of materials can have X-o-mancy secrets. Like, rockomancy (!! Control of walls, floors, mecanism,s? Scary!), metalomancy (weapons, armor, dwarves wearing armor), gemomancy (gems-meh), plantomancy (trees, shrubs, giant fungi, grass-entangly, tree-ey, etc), etc...

54471
DF Suggestions / Re: Elven Retreat: ideas for elf gameplay
« on: June 07, 2011, 09:02:36 pm »
This sounds awesome.
Twig farms, tended by elven acolytes, giving wood for those who are not rude enought to kill the tree without asking first.

54472
DF Suggestions / Re: Colossi
« on: June 07, 2011, 09:00:49 pm »
i think the main problem with bronze collosi is that they're too... i don't know, "specific?"

in a world like DF's with so few megabeasts, they should either be something very recognizable (dragons, hydras, rocs) or something randomly generated that can be a wide variety of things (titans.) bronze collosi are a cool monster idea but they aren't as archetypal as dragons or hydras or rocs, and they're always the same. they stand out even more since they're probably the strongest type of megabeast.

the best way to save the bronze collosi would probably be to make them more randomly generated, making it possible for them to be made out of different materials and have different strengths and weaknesses. this would eliminate the need to make a bunch of different specific colossi.
So...procedural colossi? That...isn't a bad idea, but it makes them into humanoid inorganic titans with bad tempers and fluffy wambler weaknesses.

54473
Ah, yes, I love entertaining bugs...

54474
DF Modding / Re: Golems solved, need a bit more help! :D
« on: June 07, 2011, 08:50:01 pm »
You used to be able to make 'magic' weapons that would burn their opponents and stuff, if I recall, but it isn't really possible anymore as far as I know.
You can do that now. [HOMEOHERM:15000].
Not responsible for wildfires caused by embarking with man-sized lumps of clay 3,000 degrees F above the temperature of magma.
The weapon isn't exactly the sort of thing anyone can hold though, I thought?
I dunno, I've used body parts as weapons before, why should golems be different?

54475
DF Gameplay Questions / Re: Giant Bats
« on: June 07, 2011, 08:36:55 pm »

You can also leave it in the cage and it will mate just fine if you get female.

Is this true? It was always my understanding that caged animals were incapable of breeding.

Finally had a female show up...unfortunately my marksdwarf was in the area and emptied a few bolts into it before proceeding to spend several days hammering on its head with a copper crossbow. By the time I called her off the poor thing had had enough and dragged its poor broken skull off the map...
Caged animals do not breed.

54476
DF Dwarf Mode Discussion / Re: The king is a...
« on: June 07, 2011, 08:17:52 pm »
Oh yeah, I have a fort like this in .40d. All the dwarven civ's officials seem to be goblins, including the outpost liaison. The baron and his retinue are dwarves, as normal.

I suppose my job is to lure the royals over, and kill them gloriously, huh? Though this fort has no magma.
How about...lots of z-levels?
*liason bone bolt*s anyone?

54477
DF Suggestions / Re: Secrets List (spoilers)
« on: June 07, 2011, 08:17:07 pm »
procedurally generated secrets would be extremely cool. secrets could vary from weak (transforming wood into phantom spider soap) to strong (necromancy) to very strong (the kind of thing that you could go on quests to stop. like, the power to blot out the sun for a hundred years.)
Or leather...'course, the curse of mine would be awesome, if the dwarves didn't starve.

procedurally generated secrets would be extremely cool. secrets could vary from weak (transforming wood into phantom spider soap) to strong (necromancy) to very strong (the kind of thing that you could go on quests to stop. like, the power to blot out the sun for a hundred years.)

Wait, a secret that enables you to block out the sun, and you want to go on a quest to stop it?

What sort of dwarf are you?
The kind that is represented by a 'U'.

54478
Can't help notice there is a dwarf named Dodok in Soaplanterns.

That's... ominous, don't you think?
...Why?

54479
2 clear glass items and one character description. I think. The mayor also made a mandate so I'm having the dorfs make 3 clear glass grates to fulfil both.
Well, if it's that easy then I guess my guy is living up to his "sane mandates" promise!

54480
DF Modding / Re: Dragonlance (Krynn) Mod
« on: June 07, 2011, 08:12:28 pm »
Alright so I'm working on the next update. I am trying to make play more dynamic to reflect the changing political situation on krynn. I am finding it difficult though because if a civ is not at war with your civ they only send caravans and it is near impossible to get them mad enough at you to make them siege you. If anyone downloaded my initial upload you may have noticed I added item thief to the entities I wanted more hostile. However, I want it to be more than good guys vs bad guys. I think I might solve this by making each race more unique in their ethics/religeous spheres. Some races will still be hostile or at least pains (ogres, gobos, draconians, and kender) but I want minotaurs, humans, and elves to be on uneasy terms with dwarves with gnomes just not caring whichever way.

These are the things I'm working on for next release (some of which I am fairly far along on);

1. Wizards as castes for all relevant races (this one is a bit difficult as I don't want wizards to show up on the map wearing plate).
2. Complete noble system for elves, humans, minotaurs, and gnomes to make them playable.
3. Wandering barbarian and kagonesti tribes that will harrass your fortress.
4. Something more dynamic for dragons, right now they are all just megabeasts that will attack your fort. Instead I want them to be good or evil depending on race (and attack you depending on which race you are playing).
5. Castes for draconians (with at least a facimile of their on death attacks) and castes for gobos and ogres to add hobgoblins and ogremagi respectively.
6. Revamp of the dwarven castes and noble system. I wasn't too happy with either while playing through it, the noble system was too restrictive (I think I went a bit overboard) and the caste system seemed a bit rediculous instead of meaningful.
7. Gnomish, slightly self defeating tech.
Well, if you took yout [EQUIPS] for mages...no, then they wouldn't have robes or staves.

Pages: 1 ... 3630 3631 [3632] 3633 3634 ... 3706