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Messages - GreatWyrmGold

Pages: 1 ... 3670 3671 [3672] 3673 3674 ... 3706
55066
No, we don't.

55067
DF Modding / Re: I maed a creature wit zombies in it!!!!!!
« on: April 07, 2011, 07:38:41 pm »
Well I am enjoying the variety!

Personally though I feel like the Alpha's are to weak. They're just a little bit bigger, that doesn't provide a huge advantage, you could give them metal teeth or bones if you're feeling Fun.
How about 5 times the size of a dwarf? I'm not sure how to switch bone with other materials. If I do, I'm getting some slade teeth >:D
Five times the size of a dwarf? That's almost as big as a human!
NOT SERIOUS!!!

55068
DF Modding / Re: I created DEATH
« on: April 07, 2011, 07:37:04 pm »
but thats the problem. Death isnt killing, he is just poking


oh and btw, seems like 102 elves in full adamant gear is making some progress. Death has all it's bodyparts in red except left and right foot

atleast is kind of amusing to see all those elves swarming around it. and there were about 50 archers with 200 arrows shooting at him.
A. Adamantine arrows=light=bad ammo.
B. CotCan Death? And I thought bronze collosi were bad...

55069
DF Gameplay Questions / Re: Embarking on a dragon's lair
« on: April 07, 2011, 07:27:04 pm »
Oy. Bad idea.
I had a modded dragonfire-breathing adventurer settle in a kobold cave once, and then embarked there. The kobolds were nothing, you should've seen my old adventurer! He killed several dwarves himself.

55070
DF Suggestions / Re: Allow designating building of walls, floors, etc.
« on: April 07, 2011, 07:25:15 pm »
This is gonna be complicated.

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A. Designations don't work like buildings. It would require some major fiddling.

How so? Designating already works fine with digging. You just have to designate what you want, then a build menu comes up where you select the mineral you use, and then the dwarves build. Or just select the mineral, and have a count down on the side until said mineral is gone.
Finally I don't think it would take that much coding to at least remove the maximum 10 constructions you can build at a time.
Maybe removing the maximum...but designations take effect immediately, and buildings require you to choose material. What? Are you going to have a separate command for each material?
Just...needs a lot of fiddlies that I don't think would be necessary.

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B. It only helps certain things.

Certain things that can become tedious in the current format. Imagine digging like this, your fingers would be worn down to stumps.

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C. After designating a line or rectangle of wall or whatever, you can instantly designate another; therefore, there is little benefit.

You don't have to hit the u h j and k keys five thousand times to make a pyramid. That's a great benefit on player time and my pointer finger.
A. How big of pyramids are you building?
B. How many players build constructions-reliant MPs?
C. Use at least two fingers, maybe three or four or all. It helps.
D. You do have a point, though.

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D. It works fine now.

That is no excuse not to improve or add to things. It's like saying 'The Horse and Buggy works fine. Why buy a car?'
A. The horse and buggy has some advantages over cars. Ask any environmentalist, or someone who has to deal with rising gas prices. Just because the car is newer doesn't automatically make it better.
B. Maybe it does need to be changed, but designations are just the wrong tool for the job. Maybe a new method in the b-C menu that is similar to designations-but no, not the designation menu itself.

55071
DF Suggestions / Re: Tiny suggestion regarding the worldgen screen.
« on: April 07, 2011, 07:06:25 pm »
Seconded VERY heartilly.

More screens should scale to the size of the window than already do, especially Worldgen.
Yep. I...how many is it now?...this general idea.

55072
DF Suggestions / Re: Baby dwarves should take their mother's surname
« on: April 07, 2011, 07:02:54 pm »
Someone on another thread suggested that dwarves might use the more skilled spouse's surname, regardless of gender. So if Urist McLegendaryBonecarver and Urist McNoviceCheeseMaker get married, they'd be the McBonecarvers, whether Urist McCheesemaker is the husband or the wife. That seemed like a pretty nifty idea.

That IS a good idea!
Gonna repeat that last guy.
Oh, wait...
Still a good idea.

55073
Definitely an annoyance. Raise your hand if you've had a hauler take his time dragging the corpse to the stockpile, and the the butcher takes HIS time getting to the butcher's shop, and the corpse is rotten now to the idiot can't even strip off the flesh and take the bones.
Me too. Ugh.

55074
DF Suggestions / Re: Engineering creatures at Embark
« on: April 07, 2011, 06:57:40 pm »
This is incredibly complicated, potentially time-consuming, and will only be useful in rare circumstances and/or by experienced players.
Yet I am for it. Odd.

there's no reason to make every civilization always have the same arbitrary amount of power at the end of worldgen.

Seconded
Thirded.

55075
DF Suggestions / Re: More Vibrant Hellscape Redux: DEEP_COMMON
« on: April 07, 2011, 06:30:43 pm »
I like this idea. It adds more color to deep levels, and more incentive to dig deep. 1st cavern layer has all you need for a fort that you can get from a cavern, and less dangerous critters. And don't get me started on What Lies Below...

55076
DF Suggestions / Re: Allow designating building of walls, floors, etc.
« on: April 07, 2011, 06:27:13 pm »
I don't like this idea.
A. Designations don't work like buildings. It would require some major fiddling.
B. It only helps certain things.
C. After designating a line or rectangle of wall or whatever, you can instantly designate another; therefore, there is little benefit.
D. It works fine now.

55077
DF Gameplay Questions / Re: Help keeping dwraves employed
« on: April 05, 2011, 08:16:41 pm »
Create a workshop or two or more for some industries you need/could use more of. Set them to only be usable by those of less than, say, competent level. Fill it with busywork jobs set to repeat and/or suspended. Set your normal workshops to be usable only by those of at least, say, competent level. Watch as your stockpiles fill up with low-quality stuff and your skilless morons turn into productive, useful dwarves..

55078
fluffy wambler(weapon)
1 hand +5 bonus,+25 against bronze colossus
A. Colossi.
B:
Bronze Colossus
Level...20?
Will not pursue anyone below level 1.
Good stuff: 2 levels, 4 treasures (bronze statues are valuable!)
Bad stuff: You die; next time anyone would fight a monster, roll a ten-sided die. On an eight or higher, the bronze colossus kills the previous monster and you must fight the bronze instead (although if you win you get the colossus's treasure and that of all the previously defeated-by-the-colossus monsters). This continues until the game ends or the colossus is destroyed.

Yeah, someone could likely improve it, but it's a start. Maybe if all semi/megabeasts and the like stuck around...

55079
To the wood liking noble, stay away from glaciers. Treeless embarks will be your downfall.
Then wood would suddenly be trimmed from the list of smart mandates, now wouldn't it?
Come to think of it, glaciers would be a bad place to go to, period.

55080
Noble. I would be smart and only mandate things like wooden barrels, beds, maybe some furniture for my room if the moronic fortress overseer had me still sleeping in the corridors with the haulers or stuck me in a 1X1 closet or something.
Maybe a private dining room to escape the insanity of other dwarves.
And when I have the trust of the overseer, a bridge and lever in an area that has a farm, a still, maybe a well, maybe a kitchen, a dining room, and at least one bedroom. When danger strikes, and the fort is doomed, I run to the safe area with any family and maybe friends I have, snag a pick if I didn't hide one in there yet, pull the lever, and wait.
If the danger passes, I will reclaim the fort. If not, I will die of old age in the hidey-hole.

Either way, I will pray the overseer did not link the lever up to flood the hideaway with magma.

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