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Messages - GreatWyrmGold

Pages: 1 ... 3676 3677 [3678] 3679 3680 ... 3706
55156
DF Gameplay Questions / More islands
« on: March 11, 2011, 10:29:24 pm »
Is there any way to alter the number of separate islands in a world?
31.18, in case it matters.

55157
DF Dwarf Mode Discussion / MP Idea: Dwarf Polder
« on: March 11, 2011, 10:20:49 pm »
Quick lesson: Much of the Netherlands is below sea level. The Dutch built dikes to keep the sea out and now live and farm in polders. They use pumps and windmills to keep the ocean from returning to the polders. They succeed...until storms come.
Sounds dwarfy.

How to Make the Dwarven Netherlands:
1.) Embark on an area with as much ocean as possible.
2.) Build walls to cut off parts of the ocean.
3.) Build windmills and pumps to get the water out of the polders.
4.) Grow in the polders!

Bonuses:
Make it so that the windmills need to constantly run, or else the farms will flood!
-And the fort, too-the entrance is below sea level!
-Alternatively (or additionally) make it so that a building destroyer can knock holes in the dwarven dikes.
No farming in areas other than the dikes.
-Or other kinds of food production. (Cooking, brewing, and trading still okay.)
-Export a lot of food to support the mountainhomes!
Combine it with a sea creature trap or somesuch.
Breech the caverns and make underground polders, too!

55158
DF Dwarf Mode Discussion / Re: Civs and Eggs
« on: March 11, 2011, 09:54:51 pm »
Simple way to test this, find a night creature's lair, and embark, they usually have a bunch of dwarf/elf/human meat to chow down on. Forbid all other food and see if your dwarves eat it.
Suggestion: Either kill the critter first in adventurer mode, or embark with a decent military. Confined spaces+outnumbered=FUN...And I usually go demigod.

55159
DF Dwarf Mode Discussion / Re: Shortest Lived Forts
« on: March 11, 2011, 09:53:08 pm »
I noticed a bandit camp one of my adventurers had found out about and decided to embark there.
Seven dwarves, only a few with any military skill, all confused, against a few dozen armed, trained goblin bandits.
I didn't last long.

55160
Also, not in fort mode, but still, a chocolate clown. Three-eyed chocolate chameleon-clown. He was devoured by a dragon.
Randomly generated creatures can be made from chocolate?
Sweet.

Pun intended?
Of course.
Seriously, I mean. I kinda wish there was some way to express tone on the internet.

55161
DF Suggestions / Re: Alcohol from milk ?
« on: March 11, 2011, 09:36:38 pm »
It might be able to be modded in. It would have to be a custom reaction though, so it would have to use a custom workshop.
Or it could use a normal, non-custom workshop. Custom reactions can occur in smelters; I know that for a fact. Presumably they can in other vanilla workshops as well.

55162
DF Suggestions / Re: Forgotten Beast Shrine
« on: March 11, 2011, 07:26:55 pm »
Combine this with all sorts of surrendering, and there would be a challenge to surrender to every hostile.

To the original:
1.) Maybe if the beast got enough sacrifices in the right kind of ceremony, it would create "Spawn of [forgotten beast name]"s that would be smaller versions of the beast and would serve as its servants and enforcers.
2.) The presence of a forgotten beast shrine warps nearby dwarves to be more like the beast...and likely also drives them insane.
3.) Multiple FBs? If they get along, they might make ever-more-arrogant demands jointly...but if they don't, each will try to gain more and more power before the inevitable war between the beasts and their followers, allies, and minions. The fortress guard would try and hold the fort together, beating dwarves and monsters that attack other dwarves or (this would be hilarious) chaining up one or all of the offending horrors from below.
4.) In conjunction with idea the third, have some FBs followed by minions from underground that serve its interest, and have more beasties enter the fort once a shrine is set up to serve the FB and (as long as you are compliant) the fort. Imagine if these were your only military...

55163
DF Suggestions / Re: Fire as a mining tool
« on: March 11, 2011, 07:17:21 pm »
Good idea, but be honest. We don't want to do our mining with mere fire. We want to mine...
[size=150]WITH MAGMA!!![/size]

55164
Search for "watervator." Will either lead to faster travel, ushering in a new era of efficiency, or flood your entire fort when two dwarves try to use it at once or something.
Probably both.

55165
DF Dwarf Mode Discussion / Re: Free animals on Embark?
« on: March 11, 2011, 07:13:20 pm »
You get 2 free [WAGON_PULLER] animals at embark.
Maybe I should make cave dragons wagon pullers...

55166
Also, not in fort mode, but still, a chocolate clown. Three-eyed chocolate chameleon-clown. He was devoured by a dragon.
Randomly generated creatures can be made from chocolate?
Sweet.

Then there was the giant toad who propelled forgotten beast frozen extract in all directions at such speed that it slammed people into walls hard enough to break bones. Luckily the poison itself wasn't dangerous, usually causing only a mild fever and extreme drowsiness.
Sounds like Toady One had a cold...

55167
DF Modding / Re: fantastic alchemists
« on: March 10, 2011, 05:55:27 pm »
well thats something we can add in a later branched version for suicidal dwarfs with not enough fun :p first i want suggestions for actuall reactions, beside sideeffects :x
A.) Can't you make it so that htere's a, say, 5% chance of explodium?
B.) Lesee...Turning iron into steel or steel into cotton candy? Turning clay (31.19+) into literal cotton candy? I dunno.

55168
DF Dwarf Mode Discussion / Re: Stubborn tower caps in awkward places!
« on: March 06, 2011, 09:42:47 pm »
Anyway, new fort under .19 (boo for grazing animals, hooray for not needing irrigation!)
Saywha?

55169
DF Dwarf Mode Discussion / Re: Moving materials between embarks?
« on: March 06, 2011, 09:40:25 pm »
i do this plenty when i want a serrated steel disc flinging adventurer
:o 8)

The only issue is, what about re-embark?  If I start a fort, lay down a foundation, abandon, start a second fort, retrieve some gold, move the gold, and the reclaim the first fort, will it work the same?  And what about caves?  They're marked as "sites" on the map, so I would hope that objects dropped in a cave would remain where they are.
Probably, and maybe.

55170
That...is...wow. Awesome. Literally. A GIANT MOAT to protect your outside dwarves from goblins and other nasties. Noone below ground except miners. A lost-forever plain artifact bone shield. A...something...on the way.

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