Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zironic

Pages: 1 ... 84 85 [86]
1276
Good, I could send all those jew crafters and milkers and other useless people to haunted areas.

Second thought: If they survived, they would be totaly beasts.


1277
DF Suggestions / Re: Occam's Razor: Dwarven Magic
« on: March 22, 2008, 01:55:00 pm »
Magic industry - with many dangers and rewards - a legendary runecrafter never fails to make a usable rune. But a dabbling one could create cursed weapons on accident. The rune system would need many negatives to balance positives - a flaming sword should cause the dwarf discomfort thus making him a little unhappier. A sword of soul ripping should slowly rip out it's owner's soul and become addicting for those around it.

1278
DF Suggestions / Re: my favorite one
« on: March 22, 2008, 11:00:00 pm »
Its funny, they run around and farm - running from GMs like crazy as not to get caught. And during breaks they take off their shirts and smoke outside. Man, I would buy an end-game DF fortress though...

1279
DF Suggestions / Re: 1x3 'Gate' structure?
« on: March 20, 2008, 07:54:00 pm »
Dwarves use  massive fortified doors. So in a blacksmith, you should be able to forge 4 parts for door - hinges and screws, then use metal bars - of your choice, to create a 1x3 to 1x7 size door, with each increase in length requiring another bar. It would NOT be destroyable in the current sense. Instead It would take massive amounts of damage. Or just indestructible. To open the door, you either need several dwarfs assigned to do it ( fuse this with pumping for a major laborer classification?) or several mechanisms and power. The end result: A door gate that allows you comfort and coolness.

Props if it can be more than one z level!


1280
DF Suggestions / Re: Generic stone and not-stone: Inverse proportions?
« on: March 21, 2008, 09:49:00 pm »
IF I mine something - like granite - does the granite just magically disappear?

1281
DF Suggestions / Re: Bloat suggestion: Semi\Mega beast cities.
« on: March 29, 2008, 08:30:00 pm »
generate a civ of dragons that are evil - wish done!

1282
DF Suggestions / Re: Regarding trade, and the monetary economy
« on: March 21, 2008, 01:57:00 am »
Just makin sure we understand one man's broken economy system is another man's broken economy system.

1283
DF Suggestions / Re: Regarding trade, and the monetary economy
« on: March 20, 2008, 08:07:00 pm »
All of you need to learn your government and economics. First of all Capitalism and Communism are states of the economy not the government. Second in Communism NO PRIVATE PROPERTY exists at all! So paying for a room instantly makes the system qualify as a socialist system. Anyways to my point: The dwarfs do not follow the same government and economy based patterns as we do. Simply, we see things as black and white, while they see it as purple and yellow. Their system has no major relation to ours, other than we both use some sort of currency in higher governments. What you fail to see gentlemen is what seems to be ineffective to you, is effective for the dwarves. They have a different culture set, thus while we think we need to make things balanced in our opinion of them. Example: White Colonist though the Native American's economy to be stupidly simple: trading islands for BEADS. But what they and you fail to recognize is Native Americans had their own damn system, and own damn culture, and the English saw everything as one way. So, Unless you are from the fiction world of dwarf fortress or are Toady himself, you have NO right to critic these dwarves' ways of life, no matter how stupid they seem to you!

    These dwarves are not staunchly anti-communist or capitalist. Simply the amazingly efficient trade between empires in raw goods for a world-wide single currency - and the payment of workers of these goods in a empire-specific currency shows that they have a more developed system then ours. What the problem is, is that certain jobs aren't as necessary on certian maps, thus you are at fault for not properly assigning and managing your dwarf's jobs. And for further point: Toady says that more expensive rooms will lower and eventually nullify rent for less opulent rooms. The dwarves maintain a complex system of dual currency - one of the world, and one among themselves, and it is amazing you don't realize how much more effective this is than our world. Look at the massive chaos the monetary exchange is with varying prices based upon goods and inflation and location. This does not fit into the DF world, which uses a vastly superior and vastly more complex yet easier to use single currency system.

    All of you need to realize that the economy is only broken in your eyes because it doesn't work in our society, but in a society that requires multiple currencys to deal with multiple completely separate races, it is completely effective.

    I rest my case.


1284
DF Suggestions / Re: Sieges. Need. Siege. Engines.
« on: May 31, 2008, 11:37:00 am »
To fight miners, a strong untunnelable substance is needed. Like using iron bars to make a base for a strong fortress.

1285
DF Suggestions / Re: Magic: by dwarfs, for dwarfs
« on: March 12, 2008, 01:22:00 pm »
You guys need to get the opinion of say Toady.

1286
DF General Discussion / Re: Future of the Fortress 3
« on: March 20, 2008, 09:04:00 am »
THis is like now SporeDwarf!

1287
DF General Discussion / Re: Dwarfs: Fact VS. Fiction
« on: April 28, 2008, 10:49:00 pm »
Crap didn't mean to necro- due to the 4th chaos mod link.

1288
DF General Discussion / Re: Dwarfs: Fact VS. Fiction
« on: April 28, 2008, 10:05:00 pm »
A dwarf is a short humanoid in the sense of Toady's brother's imagination. So it is a short humanoid

/end


Pages: 1 ... 84 85 [86]