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1
Give Avesomicus The Quest (with capital Q!) to gather the Chosen Heroes that are destined to save Morrowind from the BBEG and then bring them to us, where ever we might be.

I think gathering the heroes to defeat Dagoth Ur is the whole reason we're here, and would have been doable in the original 2-month plan.  Do it ourselves.


2
Frozen, n.: an unrealistic expectation that a casual game master will recall exactly the point in pop-culture history that a reality branch diverged from the trunk, and appropriately edit out of dialogue additions to trunk made thereafter.  See "Let it go".

3
This is fascinating, thanks for the links.  A link on those pages to the earth-always-had-water hypothesis (didn't come from comets) was broken though, what's the gist of that?

Wikipedia presents an overview of the various theories.  Basically, the elements that make up water were everywhere as the solar system formed, so naturally the earth had them too, and was located in a zone that let them present as liquid water.
http://en.wikipedia.org/wiki/Origin_of_water_on_Earth

Also some discussion on Hacker News, with calculations of how much water there would be in a 3d sphere layer of raw adamantineringwoodite.
https://news.ycombinator.com/item?id=7885641

4
More on ringwoodite: it's full of water, like three times as much water as is in our oceans.

http://www.newscientist.com/article/dn25723-massive-ocean-discovered-towards-earths-core.html

5
Lemme help you out there.

Only the finest Corinthian läther on that busey.

6
Buy a panic potion and/or divine intervention scroll,
as soon as we get a chance.


Um, since when does Applejack have slimy TENTACLES?
And inner and outer eyelids and cold breath.
I'm really unsure eating the apple is a good idea.
Did an ascended sleeper just cast illusion on Michael,
showing him the cliche he expected to see?

Can we get a detect magic cast on the apple before we eat it?

7
Since we know what needed to be done in the vanilla game in order to win the main quest, and (according to one interpretation) we have super-powerful friends(hip is magic) in other ponies (none have attacked us, at least), why don't we set the goal of collecting the cavalry into a pony party and go do the main quest as a team?

If this is an agreed goal, it seems we could do this to start in this direction:
Find "Applejack" at Dren plantation.
If he is honest, be honest with him, tell him what we want to do, and ask for his help.

If the other ponies know him to be honest, he can really help convince them to help us do the main quest, since they know he wouldn't lie to them.  So in this direction, with "Applejack", visit each of the ponies' mansions, as well as the one that put all her stuff haphazardly in a room, and Nord/Fluttershy as well, recruit them, and trot like the Nerevarine till he trots like us.


8
DF General Discussion / Re: Future of the Fortress
« on: May 01, 2014, 03:01:40 pm »
Thanks!

Quote from: DarkDXZ
Now that you're (technically) finished with the release (as of this post, at any rate), what's the new version number going to be? 0.38? 0.40?
Yeah, it has settled on something now.

Haha, love this answer, still lets me keep guessing until the release actually comes out.

I give it 50% 0.39, 20% 0.38, 15% 0.40, 10% 0.37, 5% 0.41.

0.40.01 or bust!

Surely there's enough new content to make it to 0.42.  ;)

9
I thought Fluttershy was supposed to be that Nord who didn't particularly want to kill rats.

10
DF General Discussion / Re: Future of the Fortress
« on: April 24, 2014, 09:54:50 am »
added tentacle trees to my mod - even if they're not able to thrash about yet.

Spaghetti breakfast by the tentacle tree
Whomped by a willow hanging intestinally
I love evil biomes
Raising twisted rhizomes
Reanimating and killing me with parts of me

11
DF General Discussion / Re: Future of the Fortress
« on: April 18, 2014, 12:01:09 pm »
Should mention that I'm looking forward to dealing with climbing and jumping enemies, to make Fort defenses a bit more interesting.

12
DF General Discussion / Re: Future of the Fortress
« on: April 18, 2014, 11:15:16 am »
Again, multi-tile trees, nearby hill dwarf settlement, and a personality rewrite sound like pretty big Fort Mode changes.

The big trees should look cool, at least.  Can you "mine" them, and make tree houses?  Can you chop them down and cut them up for hundreds of logs?  Do they grow an inordinate number of fruits, out on their long high branches?

Doesn't look like the hill dwarves affect gameplay in this release.  Looking forward to actually interacting with the hill dwarf settlement, for example having them change migration, trade, army arc.  So that's really not much of a change for Fort players (EDIT: in this release).

I am looking forward to wrangling the rebrained dwarves.  This seems like the biggest change for Fort players (EDIT: in this release).

Fort retirement may be a change to when you can play a fort, and you can muck it up with an adventurer, but it doesn't really necessarily affect a fort's industrial web, how it's laid out, what the dwarves do while you oversee them, etc.

13
DF General Discussion / Re: Future of the Fortress
« on: April 18, 2014, 11:03:41 am »
Spoiler (click to show/hide)

If the change between DF2014 and .34 is even close to how big the one from .31 to .34 was, this will be exponentially excellent.

It's much, much larger. Larger than 0.28 to 0.31, even, at least on gameplay levels.

... for Adventure mode.  Adding Z levels in Fort mode, for example, seems a bigger gameplay change to me than anything I have heard of for Fort mode for DF2014.

"0.28 to 0.31" refers to 0.28.181.40d and 0.31.01, respectively (AKA the big release of 2010).  Z-levels were added earlier (between 0.23.130.23a and 0.27.169.32a), so Putnam wasn't making the claim that there's a gameplay change bigger than Z-levels.

Fair enough, I was unsure on the timing of Z-levels.

My larger point was that, from what I've read about what's being developed, people shouldn't expect that DF2014 will feel like it has two years worth of Fort mode changes.  As opposed to Adventure-mode players, who may expect a much more interesting experience.  Again, I do look forward to the larger, activated world in Adventure mode making its liveliness felt in Fort mode in a future release.  For example, by being able to interact with it in Fort mode in some abstracted way, beyond just hearing about it in comments by a trade liaison.



14
DF General Discussion / Re: Future of the Fortress
« on: April 18, 2014, 10:35:58 am »
Spoiler (click to show/hide)

If the change between DF2014 and .34 is even close to how big the one from .31 to .34 was, this will be exponentially excellent.

It's much, much larger. Larger than 0.28 to 0.31, even, at least on gameplay levels.

... for Adventure mode.  Adding Z levels in Fort mode, for example, seems a bigger gameplay change to me than anything I have heard of for Fort mode for DF2014.

15
DF General Discussion / Re: Future of the Fortress
« on: April 12, 2014, 08:37:51 pm »
Bug prediction:



Don't forget a third panel, since the daughter will now be wired up to have several reactions to her daddy searing in front of her.

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