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Messages - GreatWyrmGold

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55336
DF Dwarf Mode Discussion / Re: Hoarding
« on: February 01, 2011, 06:31:05 pm »
I should mod in an armor display that requires a head, chest, hands, legs, and feet type of armor for construction.  Like those displayed suits of armor in English castles.  With exceptional steel armor costing upwards of 3k each, even for a single glove, that could make some expensive rooms very quickly.
If you do this, I suggest making it need an armor stand, too. Still, awesome idea.


having no meeting area almost cancels out tantrum spirals.
Huh? I would've thought that having dwarves idle outside would cause more spirals.


Also, back on topic: I have the opposite problem of not forging metals unless I embark on a volcano. I guess I just don't like using wood to make charcoal.

55337
DF Dwarf Mode Discussion / Re: Hotel Dwarfornia
« on: February 01, 2011, 05:43:33 pm »
How do you tell the value of a room?
'R', look for the bedroom. It should say something like "Grand Quarters," "Meager Quarters," etc.

55338
DF Dwarf Mode Discussion / How big is a tile?
« on: February 01, 2011, 05:41:32 pm »
How wide and how long is a tile? Similarly, how high is a z-level?

This is a spot for guesses as well as calculations and "facts," but please note guesses as such in case there are some definitive facts somewhere.

55339
DF Modding / Re: Forgotten Beast Civ?
« on: February 01, 2011, 04:57:28 pm »
Wouldn't you need [CHILD] too? Hmm. Well, I'll give it a try tomorrow, even though it'll be a good bit of work with so many body types. There's probably some old threads on the details of FB generation I can dig up before I start setting fire to the RAWs.

Awesome.
Only in Dwarf Forgotten Beast Fortress do people try to unleash necrotic-gas-spewing iron hydras of doom with Dwarvish technology into the world. (On a completely different note, how would someone make a non-FB NGSIHoD?

55340
DF Dwarf Mode Discussion / Re: Do you think sieges are not well challenged?
« on: February 01, 2011, 04:50:48 pm »
EDIT: Oh, and they should steal stuff that's randomly lying about and use it against you.

I really like this idea. If a siege ran into some kobolds who just visited your forges...

55341
DF Adventure Mode Discussion / Re: Door...no open...uh...
« on: February 01, 2011, 04:46:10 pm »
does your dwarf have hands?

Do new dwarvish adventurers routinely lose hands before play starts? I seriously got stuck after sleeping in a building. Ugh...

Maybe moving into a door should automatically open it like dwarves seem to do in fortress mode.

55342
DF Suggestions / Re: How to Make Sieges, Etc Tougher
« on: February 01, 2011, 04:41:14 pm »
Part of that is the REASON I mentioned i (eg. sieges are easy to wait out), part of it is you not realizing what I said. ONLY CONSTRUCTED WALLS. ONLY REALLY TOUGH ENEMIES LIKE CLOWNS AND DRAGONS AND OTHER MEGABEASTS.

No reason to go on a caps lock rampage, here, I wasn't talking necessarily about your argument, but about the many arguments in whose footsteps this thread follows.  I was explaining some of the arguments against the several arguments for, since it seemed like this whole thing was dredging up the past, and people were making the arguments for, and nobody was bringing up the arguments against.

Speaking of which, I believe this is the longest-running thread on the subject, just for history's sake.  I guess I could do a Footkerchief, and come up with a dozen or more, but that's more than I particularly care.  (Things like goblin siege engineers are very common ideas in these threads... If goblin siege engineers is news to you, you have a lot of reading to do.)  It's fine to react to a suggestion thread with your own ideas, but if you are going to start one, you should take the time to search for other threads like it, and do some research on what has come before, so that you can take the best of previous arguments (or at least know of their existence) and build it into your own suggestion.  It's a bit more price for entry, but when you are the one making the argument, you're shouldering the burden of proof, so you should be sure to arm yourself with the knowledge of how previous arguments on the same topic have fared.

But seriously, these arguments were common before the new devpage, but it died down (about a couple months before you appear to have signed up) when it was announced that Toady was going to be putting this stuff into the game.  It's now a settled topic, so there's no reason to fight the same argument when you're already getting what you want.

The only reason to continue the argument is if you want to suggest some specific method by which Toady should program some of these things.  There's certainly nothing wrong with that, but if you are going to do that, you should take the time out to examine the three years of running arguments back and forth and make an effort to say which arguments were strong and which were weak and how to try to keep a balance between divergent playstyles.

As for "only dragons", it doesn't particularly matter if it's only dragons.  Actually, it does, it makes it a little worse, because one of the big pushes for this was to make siegers more interesting, so you kind of need trolls to be siegers, too. If seiges are boring because they wait at the edges of your map to try and wait you out (perhaps you should look up the term "siege"), then making only non-seigers perform it is doing nothing. If siegers will do it, then it will be a common enough attack that you pretty much have to build all your fortress defenses around the fact that you know that constructed walls are going to get knocked down, and as such are potentially useless.

As for "only constructed walls", then it winds up punishing players who build aboveground more than those who build underground.  One guy's castle is reduced to rubble by a dragon attack, his defenses utterly bypassed by a creature that just walks through walls, instead, while another guy digs straight for the bedrock and caverns, and never constructs a wall, merely digs them out.  His complex defensive cordon is perfectly safe.

...Hm. Somehow the original idea got in there, but i thought it was too strong, so I lessened it until it reached what I posted. Plus, I was unaware of all that other stuff, so...Oops.

55343
DF Modding / Re: Spore mod
« on: February 01, 2011, 04:37:40 pm »
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[author = GreatWyrmGod]Instead, create a kind of chart that tells people what tokens to put into the raws for varying levels of skill and evolution, and into the entity files for varying levels of advancement and colors of cards. (It makes sense if you've played Spore. Trust me.)

It doesn't really work like that, also.  See, if you used that strategy then most of the creatures from Spore would be nearly the same, as they didn't tend to vary all that much beyond their appearance.  Most of the detail needed for a spore creature inserted into DF would be in body shapes and the visual description.
Hmm, I hadn't thought of the body plans...But most critters I've played or made have been tetrapods with only one or two heads, so maybe not that many. Still...
(Oh, and yes; a larger-than-should-be-expected number of Spore creatures have antlers due to their being the only part with Charge 5, or feathered wings for their Glide 5, or the Porqupain part for its Spit 5, or the Spurprise! for its Strike 5...)

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So what's the problem? It just takes a skilled modder who knows a bit about Spore and cares enough.

Have you modded much?  We can do a good bit, but without an external addition to the game like Runesense it's fairly non-possible to add gameplay elements like that.

I always feel sort of embarassed when I read a post that has "It wouldn't be that hard to code" or something like that in it.
A.) I've modded a little, but not much.
B.) Are you sure you know what I'm saying? I'm saying that one could say something like "Add this/these tag(s) for this skill at this level," but in a chart. There would be a chart of the five levels of bite, charge, strike, and spit, and a chart telling you what [SPEED] a given creature should probably have for a given level, add this token if it's got the carnivore card and this one if it has the omnivore card, etc; add these tokens for this many cards of these colors; etc. One part probably wouldn't be that hard.

55344
DF Dwarf Mode Discussion / Re: Thought I'd share this
« on: January 29, 2011, 05:23:44 pm »
My guess is, he was chained up at some point and the restraint was deconstructed before his service was finished. Did your mayor demand twenty gold ore war-hammers or some "circus-tent" items or something?

55345
DF Suggestions / Re: How to Make Sieges, Etc Tougher
« on: January 29, 2011, 08:59:02 am »
I think that the ideas of spoilers in a game has no story and no 'you win!' message is kinda dumb. especially since everyone else comes right out and says it. but I personally wouldn't mind if they could destroy constructed walls.
I'd just go on and say "[inert name of deepest spoilers]", but it seems like most people refer to them as clowns, the circus, etc. Or maybe they're just the ones who talk about it the most.
And yes, it probably would be good if they could smash constructed walls. Cotton candy would be much harder to get.

There are reasons to be leary of it: etc
Part of that is the REASON I mentioned i (eg. sieges are easy to wait out), part of it is you not realizing what I said. ONLY CONSTRUCTED WALLS. ONLY REALLY TOUGH ENEMIES LIKE CLOWNS AND DRAGONS AND OTHER MEGABEASTS.

I think one way to have safe and fair digging gobblins is to make it a dedicated labour for them, for one. Notice the siegers have a miner, then you need to quickly figure out how to kill that guy so the rest of the goblins will file into the death trap. And most likely the hardness of the stone would figure into how quickly the goblin miner works. Don't want to risk your beautiful artwork being ruined? Dig deeper. Or turn off invaders, though that's the easy way out
I like this idea. Another way to avoid your art being dug out? Put corridors to the surface that DON'T have masterful artwork of plump helmets on their walls.

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You could also have it similar to how the OP suggested, and special enemies only be able to break through constructed walls. That would mean people wouldn't have to worry about their artwork being irrevocably ruined, and it eliminates the overly cheap tactic of walling oneself in. You could still theoretically wall yourself in, but that requires either natural wall cave-in or magma casting.
Or maybe go further and only let them smash walls that are up to X depth, where X is their [WALLSMASHER:X]'s X. Then one could simply buid two- or three-tile thick walls...which seems more realistic.

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Another, probably more realistic/better way, would be to give goblins engineers. Then they could build siege engines, like a siege tower to get over a wall, a temporary bridge to cross a gap, a battering ram to break down the drawbridge used as a front gate, etc. Could still have sappers, guys who dig under walls to make them fall down and such, though maybe sappers can only dig through soil. Would provide quite a few options to breaking defenses than dwarven-esque miners. And the enemy engineers would allow craft players to use engineering and fortress design to still win. For one, siege engines would take time and materials, so the goblins would either have to bring their own wood and stuff, or harvest it from around the map. It would definitely change above ground designs, as you would need either a roof to prevent siege towers from going over the wall, or soldiers on the wall to deal with the problem.
I really like this idea, but with the caveat that they only have so much stone/wood/whatever, and it takes a while for your fort to be worth it.
By which point you should be able to set up at least three elaborate goblin (and possibly dwarf) death traps.

It certainly make all those Troll Architects and Siege Engineers more sensible if they could deconstruct walls.

It doesn't explain the Doctors, Administrators, Lawyers et al, but at least it would make those guys more useful.
Yeah...ha ha. Seriously, it would make sense...and a bit of smart planning by players means that if one modded trolls to smash walls (they're not clown/dragon/FB tier), there would be overhanging walls to collapse on the siege.

55346
DF Suggestions / Re: Prioritized Stockpiles
« on: January 29, 2011, 08:36:06 am »
I think items in the stockpile can be prioritized.
For example, put bitumous coal on the stock pile but if there's any space left, put lignite.

I agree with this idea...although I'm not sure what I would do with it. Maybe platinum, then gold, then silver metal stockpiles.

55347
DF Suggestions / Re: Player Rewards
« on: January 29, 2011, 08:34:16 am »
how would the game even know that you made a megaprogect? especially when that can be anything from a giant pyramid to a giant hollow statue of dwarf with magma eyes or a city of skyscrapers built in a giant underground cavern. A megaprogect is whatever you want it be.
Which is why, as cool as it would be, it's unlikely to happen (unless you want knock-offs making a dozen dumb, complicated, and wasteful things to try and qualify for the megaproject "bonus").

I think some megaprojects would increase fortress wealth anyway. I think constructed walls are worth more than loose stone.
I mean more so; I just don't know how.

55348
DF Suggestions / Re: Vertical Pathfinding
« on: January 29, 2011, 08:31:37 am »
Up to now I'm surprised that dwarves will travel to the molten core of the planet to pick up a single rock when any of the rocks nearby will do fine. I'm no programmer so maybe it's harder than I think it is but surely vertical levels can be added to the distance when dwarves look for stuff. A piece of rock just under their feet will be ignored in lieu of the one 100 z-levels down. It really slows things down.

Yes, I know that you could put up doors and hatches to limit their wanderings but that's a workaround, I feel that dwarves should automatically know that the rock at your feet is nearer than the one which is down 50 flights of stairs.

You're exaggerating. Dwarves will travel halfway across the fort to get some stone a z-level below them (assuming you have terrible planning), despite the presence of stone one diagonal (one x, one y) tile from them, but they will NOT ignore stone under their feet and select stone in the circus unless you've forbidden all the rock on the top several dozen z-levels.

The only ways to correct the problem that actually arises would be to either:
1.) Convince Toady that DF players would rather have low FPS than dwarves who run around the fort to get as-the-ghost-floats close stuff, or
2.) Put materials right next to the workshop, you dummy!

55349
DF Suggestions / Re: Simple workshop / stockpile improvements
« on: January 29, 2011, 08:25:06 am »
I would like it if this was suggested. Finally, you can have jewelers encrust the chairs, tables, and whatnot in the adjacent stockpile but three tiles away instead of the barrels in the food stockpile on the other side of the wall!

55350
DF Suggestions / Re: How to Make Sieges, Etc Tougher
« on: January 28, 2011, 09:17:51 pm »
What does the forum community think? It'd mainly be clowns, megabeasts, and maybe other big critters, so it's not like greenskins would smash your entire defensive perimeter in your fort's first year, unless maybe you are at war with them, have a lot of civilians, and struck cotton candy.

There are no clowns in the game. Are you playing with some weird creature mod?

"Clown," "Cotton Candy," etc, are just spoiler-preventing code those of us who are already spoiled (that...came out wrong) use to keep others from being spoiled.

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