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Messages - GreatWyrmGold

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54946
DF Dwarf Mode Discussion / Blizzard man...EVIL!!!
« on: April 17, 2011, 07:31:49 pm »
I embarked on a savage, evil glacier, intending to try a challenge.
I got a challenge, all right. A blizzard man showed up right away. "Ah, well, they won't be more aggressive than those lions in my other fort, or than those zombies in that 31.18 fort I had a while back."

I was wrong.

Two weeks, in-game, after embark, it had slain both dogs, my turkey gobbler, my brewer, and my cook, and was working on my expedition leader/bookkeeper/manager/broker (although collapsing from exhaustion a bit). This gave it the name of "Sisterstame."


Whoa.
Scary.

54947
DF Adventure Mode Discussion / Re: Titans?
« on: April 16, 2011, 07:43:22 pm »
Most titans, if you attack them enough and are strong, will die before you.
Especially if you have plenty of cannon fodder companions.

54948
DF Adventure Mode Discussion / Re: Glitch in adventure mode and arena.
« on: April 16, 2011, 07:38:55 pm »
Everything. Whales, I've seen and can confirm. Probably even blobs, but I haven't killed one except in adventure mode, where I can't look at critter descriptions postmortem.

54949
DF Dwarf Mode Discussion / Re: Noob-friendly starting location?
« on: April 16, 2011, 06:58:28 pm »
Warm, no aquifer, a good number of trees and other plants, a volcano if you can find one, and enough soil to have some farm levels an well-trained miners.

54950
DF Dwarf Mode Discussion / Re: How long do eggs take to hatch?
« on: April 16, 2011, 05:45:48 pm »
I'm wondering the same thing. Once someone figures out a formula, it should be put on the wiki or something.
Once we figure out how long it takes for one species's eggs to hatch, that should be put on the wiki. Maybe it's already there, but I don't see it.

54951
DF Dwarf Mode Discussion / Re: Who is the player?
« on: April 15, 2011, 07:01:48 pm »
I think that the player represents the fortress management-the expedition leader and the consensus of the other dwarves. The woodcutter decides to clear-cut the map, the herbalist decides to pick every plant in sight, the carpenter makes as many beds as he thinks the fortress needs, the stonecrafter makes mugs at the expedition leader's request, etc.

54952
DF Suggestions / Re: A numerical model suggestion for religion
« on: April 15, 2011, 07:01:05 pm »
I like this general idea, and how thoroughly you described it.

A few thoughts and expansions:

Alternatives to Religion: After a while, "scientific" belief systems or other ones that have no deities may come into being. If there are active gods in the area, this will not occur; if an active deity brings its power to the area, these alternatives will dry up.
Crusades: A group of people with high devotion and decent combat skills in a fairly militant religion will move to kill a group of people who violate their beliefs. For instance, followers of a deity of stone, metal, and war that saw trees as an abomination might purge a fortress of all carpenters and bowyers (woodcutters and wood burners are allowed to live), burn down an elven forest (can you say WAR?), or destroy all wooden houses and other buildings in a nearby human settlement. Obviously, peaceful and pacifistic religions would need quite a provocation to start a crusade--but if they do (say, a peaceful vegetarian religion that is against taming animals watching a large group of elves and tame war elephants and bears destroying a nearby human town and eating a bunch of the slain), this transgression will be great enough that a mighty crusade of farmers and soapmakers and such will rise up and attempt to force the offender to never again violate the precepts.
Holy War: Two differing religions hate each other enough that they send crusades against each other frequently. If they are both in the same entity, this will cause massive deaths; one or both religions might be banned, leading to hidden cults performing inquisitions on the members of the other religion and on the leaders that made it all possible. If two people from the opposing religions saw each other, they would instantly form a grudge against each other, and a fortress whose mayor is one of the opposing religions would sentence members of the other religion to extremely harsh punishments.
New Religions Form: Fortresses should be able to start new religions with FBs, maybe clowns, and definitely sufficiently awesome artifacts and/or high-value stuff (like, -cotton candy large serrated disk- or <<+cotton candy battleaxe+>> or something). These would have properties based off of the thing that spawned them-a religion created by an FB made of stone would consider stone to be sacred, one started around a worm FB would consider worms to be the most exalted of creatures, a religion started by an artifact shield would be based off of defense and peace, and a kobold cargo cult created by a cotton candy-crafted knife would be militant. (Try not to think of the religions created by a fell mood...)

54953
DF Gameplay Questions / Re: Why does everyone starve so fast?
« on: April 15, 2011, 05:59:57 pm »
Probably to do with Dwarves being underground, they rely on underground crops, with no caverns, there are no plump helmets/rock nots/sweet pods Etc. and, well... bu-bi dwarfy!
Confusing the matter for me is the custom reactions I made that made food from nothing.

I've read that kobolds live exclusively on stolen goods. If noone else can get food, then that would mean kobolds can't either, because they have to steal it.
Aw...That's kinda sad.
And stupid. I mean, if they're to lazy to grab some berries every few days, they deserve to starve.

EDIT: But why years 4 and 5? Do civs start with enough food to last them that long or something?

54954
DF Gameplay Questions / Why does everyone starve so fast?
« on: April 15, 2011, 03:50:41 pm »
I created a world with no cavern layers.
There were two civs, a kobold one and a dwarf one.
Due to an extra zero, the world genned 7500 years. It doesn't matter, though; it would be the same if it had 750 years, 75 years or even just 5 years.
Everyone starved within the first four or five years. Thousands of named animals in the historical figures page...less than a page of sentients.

I guess taking away caverns probably had something to do with it...but still, I can farm the surface, hunt, and raise animals without caverns-why can't worldgen dwarves?
And why does the early starving always occur around year 4 or 5?

54955
DF Suggestions / Re: Some way of making weapons with unique skills
« on: April 15, 2011, 03:42:23 pm »
What I would like is some way to just create skills. For instance, I've had an idea bubbling in my head for a while to mod in a "dustmagik" or somesuch workshop that uses its own unique skill to create stones out of the dust in the air and then refine those stones into better stones and eventually metals...but it would need to hijack an existing skill to do it.

54956
DF Suggestions / Re: More non-metal weapons
« on: April 14, 2011, 09:22:08 pm »
As far as training weapons go, they are currently very exploitable. Cutting down trees with wooden axes, danger rooms, and the like. So I would rather not have these expanded.
...I don't see how that follows. You can have wooden clubs, training hammers, and tree-cutting training axes all at the same time.

A training club, and a wooden club, I don't really see a difference. So why have both when you can just have the wooden club? It's just a matter of uses really, what is the use of training weapons now that dwarves no longer pin their sparing partner to the wall with their warhammer? Plus, I don't like the tree cutting training axes.
A. The difference between a training hammer and a wooden club is the difference between a training spear and a wooden menacing spike. More or less.
B. Okay...wooden club and training pike? It uses a different skill than spears, so it should also probably have a separate training weapon.
C. If you don't like the training axe bug...okay.

54957
DF Suggestions / Re: Alternative to Immigration
« on: April 14, 2011, 09:19:20 pm »
The idea I've always had for dealing with immigrants is to implement the Department of Immigration & a hardened Sheriff to "deport" all the illegal immigrants.
I discovered a giant lair on one of my embarks and used him for this purpose.
He complained about the miasma, though...Maybe if I ever get a migrant miner I don't want, I'll make the giant's lair open-air.

54958
DF Suggestions / Re: More non-metal weapons
« on: April 14, 2011, 06:55:50 pm »
As far as training weapons go, they are currently very exploitable. Cutting down trees with wooden axes, danger rooms, and the like. So I would rather not have these expanded.
...I don't see how that follows. You can have wooden clubs, training hammers, and tree-cutting training axes all at the same time.

54959
DF Suggestions / Re: More non-metal weapons
« on: April 14, 2011, 06:15:27 pm »
Lot of that can be made with modding.
Add [tags] to the objects/metal in your folder, and you have it.

We don't really need the Toad for that.

Also, these situations (no metal for weapons) can be a part of the gameplay (trading, caravan arc, anyone?) or a challenge for some people.
A. You can make almost anything with modding. That doesn't mean that it wouldn't be nice to have it availabble for people who can't/don't want to/don't feel like modding. I fall firmly into the first category when it comes to most things.
B. Read the OP more carefully. And if stone weapons would violate your challenge, don't make them! Would you ask to take mining out because it would violate your only-aboveground challenge?
if you would, don't tell me.

54960
DF General Discussion / Re: *Sigh* Just another... punk llama!?
« on: April 14, 2011, 06:07:02 pm »
Well I've never seen the silk or cloth ones... I just had an image of a llama with a spikey do...
I've seen it in adventure mode.
Yeah, it's weird. No, it's unlikely to change. Dwarves like menacing spikes, even if they're more like big fuzzy bits of felt than like big pointy bits of OUCH!!

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