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Messages - GreatWyrmGold

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55111
DF Dwarf Mode Discussion / Re: I hope this guy won't become a mayor.
« on: March 30, 2011, 10:57:40 am »
My count constantly demands helmet snake tooth items. Thinking of causing an unfortunate accident.
Make it an accident by helmet snake tooth!
It has to be attached to the helmet snake to work.

55112
DF Dwarf Mode Discussion / Re: Smashed Up The Trade Depot
« on: March 30, 2011, 10:54:00 am »
Getting elves to declare war on you is much easier if you mod the elves to have diplomats again.  Then you can kill their diplomats, or agree not to cut down trees and then clear-cut the entire map.
I always try to have the map clear-cut and turned into beds and barrels within a year or two.
It doesn't always work,but oh well.

Or if you got alot of time . Gen a world where a dorf civ is at war with the elves.
I had that once, now I wish it was much more common (lots of !!FUN!! to be had with all the ambushes).

It gave me lots of lovely wood weapons for my vast fields of weapon traps, including bows and arrows.
WOODEN weapons?
That is so un-dwarfy!
Kinda funny to imagine, though.

55113
DF Dwarf Mode Discussion / Re: Random hypothetical situation
« on: March 30, 2011, 10:50:02 am »
How big is our embark?
Up to a single region tile (or whatever they're called, in case that doesn't make sense). With the supercomputer, it won't be a problem.

And when do I get this supercomputer?
If you're being serious, when you start the fort.
If not, then...you can ignore this.
(The supercomputer is just to remove all FPS constraints.)

If you need to give all those 1,000,000 dwarves a bed, you need a 145*145*50 area just for the beds. That is a full 3x3 embark size only to place the beds.
If you also want to give all these dwarves their own 2x2 room, you need an embark size of about 12x9 just for these rooms. To show you the scale of such a project.
How many z-levels is that?

55114
DF Dwarf Mode Discussion / Random hypothetical situation
« on: March 30, 2011, 10:06:56 am »
Let's say someone hires you to make a special fortress.

It can be anywhere in a giant world. There are plenty of volcanoes, if you so choose, but no buggy places where caverns are exposed to the air or cotton candy spirals into the sky (mmm...Sorry.).
Your task, if you choose to accept it, is to build a massive fort fit for the mountainhome, housing a million dwarves (popcap removed) and a hundred thousand working forges (or maybe a combination of mostly-forges-and some-smelters). There are a lot more dwarves than that in this kingdom, though, so you'll still get migrants and caravans.
You have as much time as you need.

And, in case it wasn't unlokely enough, you are given a massive supercomputer that, even in such a fort, will get 50-70 FPS, minimum. (Okay, yeah, that's unrealstic, but...)


If you accepted such a challenge, what would the fort be like when you got the millionth dwarf (or the hundred-thousandth anvil)?

55115
DF Suggestions / Re: A complex, long-term, awesome goal.
« on: March 30, 2011, 10:04:47 am »
Whilst the huge font and the occasional use of red lettering do nothing to enhance your credibility, I do like the idea of mounts that can take a few archers as well as a rider.
It would help if the stuff I wanted to be 6- and 7-point font wasn't...massive.
And if the stuff that was supposed to be big, was.

55116
DF Suggestions / A complex, long-term, awesome goal.
« on: March 29, 2011, 09:19:18 pm »
Three parts.

1.) Multi-tile creatures.
2.) Platforms that can be built and put on large creatures' backs (as, say, an archers' platform).
3.) The ability to build structures on such platforms.

Why?

Simple.

Let's say that, after these things have been added, I mod in big, 3X5 or 5X5 flying sharks (maybe bigger?), like whale sharks but with great white shark heads. I bring a breeding pair on an embark, along with a miner, two siege engineers/operators, a mason/carpenter, a woodcutter/herbalist...uh, mostly a normal embark.
I set up camp. No military, no problem. I give my engineers/operators a siege workshop or two and send them to terrorize the cavern wildlife with waste rock from the mines.
Meanwhile, the mason(s) make a couple howdas for the flying sharks-ones big enough to cover the whole back. I give the catapulters a break and tell them to put a ballista (can't spell it) on the front of the howdas and to strap them on.
A few years pass. Migrants arrive, nobles die, elves drown after getting angry at a wooden bin, a new broker is selected. Life goes on.
Then, one spring day much like any other...

A vile force of darkness has arrived!
[size=9]Curses! The goblins have learned of the fort's underguarded riches![/size]
The caravan is butchered instantly;thank Armok the elves brought nothing more valuable than cloth and wood harps. A woodcutter dies after taking a goblin wrestler with him; his family is jailed for vandalizing the dining room. Civilians are ordered to stay within the halls; with no reason to do so, they shrug and find their deaths in a cavern.
The military was butchered in the courtyard, but the trolls could not bash down the mighty drawbridge that sealed the civilians inside the mountain.


The siege drew on.

The days turned to weeks, and then to two months.
All was quiet.

It was a normal day for the siegers. Gather plants, fend off the trolls, play dice, fire off shots at dwarves who were messing about in that alcove up in the mountain. Nothing special...
Yet.


[size=10]Suddenly, a roar like the carp of old, with the strength of the modern elephant, echoed across the valley.
The siege drew silent. A troll bookkeeper stopped yelling at its goblin "keeper." Some others looked up from their crude dice game of "see how hard I can throw the dice at you."[/size]
[size=14]suddenly, two great skysharks tear out of the alcove. A third and fourth follow, progeny of the first. The troll drops his pen and rushes for the gates. The goblins change their game to "see how hard I can throw the dice at the skyshark while grabbing my scourge." The goblins run, in fear or for their weapons. Most in fear, as their siege leader is dead before the skysharks come within chomping range.[/size]
[size=15]Yes, the goblins have run afoul of the most terrifying weapon in the dwarven arsenal that cannot set the alcohol on fire:[/size]

[size=20]Giant sharks with frickin' BALLISTAE attatched to their heads![/size]
[size=18]Which they made in a CAVE! With a bunch of ROCKS![/size]
And memes.

What do you think? Awesome, crazy, or never-gonna-happen?
(All three is acceptable.)

Also, what on earth is wrong with those last few sizes? The really huge ones are tiny normal-sized, the little ones are huge...it just messes everything up. Bet it'd look great if it wasn't for that.
The artist's lament.

55117
I like this idea, but it strikes me as something much too complex to expect to see anytime soon, even if Toady and Threetoe do take a liking to it.
Yup.
Add a difficult quest to return back to life (a fight with a mighty monster's spiritual double, plus a promise to fight said monster if you ever wish to return to a kind and happy afterlife, and then being forced to be a roaming haunt or simply snuffed out if you don't try? [Maybe if you ignore certain other vows, too.]), an easier but eviller way out (possessing a corpse in an evil area and then completeing another quest [maybe slaying a certain number of intelligent beings trying to survive in the area? Like in fortress mode?] to be allowed to leave the godsforsaken area?), and you have...
Something that is very complex, but still a good idea.

55118
I seem to recall watching a dwarf slaughtering an animal a few times, and going from "slaughter animal" to "butcher animal," with a corpse or something in the butcher's shop in the latter case. 31.18.

Maybe my memory is faulty.

55119
DF Modding / Re: Spore mod
« on: March 29, 2011, 08:27:14 pm »
I meant adding tokens to the raws to sim. evolution.
...Uh...Wow...
I don't know if that's possible.
It'd be cool if it was semi-realistic, or barring that if it made a bunch of creatures into non-euclidean horrors. Or maybe some of the midway points.

55120
DF Dwarf Mode Discussion / Re: Challenge!
« on: March 22, 2011, 06:05:55 am »
And who knows. Perhaps the sea serpents really are rich in vitamin D. Tuna don't have any pet tag though, so they won't breed in vanilla.
...It was an idea.

55121
DF Dwarf Mode Discussion / Re: Challenge!
« on: March 21, 2011, 08:42:31 pm »
I assume you mean "It's hard raising tuna in an underground mine" huh?

I will require one ocean!
Yes, and yes.

55122
DF Dwarf Mode Discussion / Challenge!
« on: March 21, 2011, 08:34:19 pm »
I've been reading Irregular Webcomic.

Read this strip's annotation's bottom line.

Sounds like a challenge!

55123
DF Adventure Mode Discussion / Re: Knapper?
« on: March 21, 2011, 06:16:06 pm »
Knapping + Throwing are a born combo, as SirAaronIII said.

Along with the other advantages we've heard, I also used Knapping for my Self Sufficiency Mod...Unfortunately, I couldn't control certain aspects and it ended up getting out of hand.
(Picture: My adventurer throwing *Kobold Brain Sword*s at Hydras.)
Sa...Wha...Is it stranger that you can butcher sentients or that you can make swords out of brains?
Also, how?

55124
DF Dwarf Mode Discussion / Re: Making things look good and dwarven.
« on: March 21, 2011, 04:56:15 pm »
They have columns and geometric patterns engraved and all kinds of stuff.
http://vnmedia.ign.com/lotrovault.ign.com/images/guides/FuuryGuides/throneroom.JPG

People build multiple z-level grand halls a la LOTR movie Moria. I love making these, but not quite so large. Creative internal cave-ins can create a large artificial cavern, or digging up ramps in a 30x30 area or so allows fine tuning if you want to smooth and engrave the parts that will be out of reach when finished. Most of the details are supplied by the user's imagination though, as room designations don't "see" the extra z-levels.

http://www.irregularwebcomic.net/1455.html

Very relevant comic about the multi-z-level great halls. The idea is more legit, and organic, if you live in the caverns and trim away parts that you don't like.
That webcomic really represents th essence of dwarfiness.

55125
DF Suggestions / Re: Some new event's perhaps?
« on: March 21, 2011, 04:53:19 pm »
Great ideas, y'all.

Some more:
Priests: A member of some religion comes to your fort and asks for some raw materials and (depending on fortress wealth) perhaps goblets, vestments, and such. If their demands are met, they will start recruiting unhappy dwarves, who will gain happiness  but lose some productivity. However, the mere presence of a church will boost happiness in the fort. Denying them will make some dissatisfied-with-life dwarves less happy, and worse responses  (magma) will likely lead to a crusade against your fort.
Similar events might occur with your own entity's religions, except that more dwarves would attend services/get angry if they are turned down and will be less likely to siege your fort.
Cargo Kobold Cult: If your fortress has a sufficiently complicated/valuable device/item/artifact, local animalmen/kobolds (not necessarily local)/uncivilized sentients will be drawn to it and worship the device/item. They will gather their own food and defend the item/device, and might also otherwise act in the interest of the fort, but other races may not like it...
Foreign Immigrants: Some migrants from a civ that is not on bad terms with yours and has had good trading with your fort arrive. Simple.
The Circus-Not that one!: A group of bards, troubadours, performers, and fools come to your fort. Some ask to stay, and some dwarves (ones with more social skills than useful ones, or that have been spending most of their recent time idling) will ask to leave. Performers will also ask for room and board and boost the happiness of nearby dwarves. Performers being harmed will give dwarves extra unhappy thoughts.

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