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Messages - PresidentEvil

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1
To: Overseer President Evil.

What about trees?  Those are evil, and they cave in if the area under them is dug out.

From: The administration of your friendly Tree-hating Dragonfolk of Tallfires.

Dear Tree-Hating Dragonfolk,

We are on a glacier. So probably not. Besides, as I may not have made clear initially, I merely assigned him to hollow out a hill that had tasty, delicious flux in it. So there's that too.

Thanks anyway,
Oversser PresidentEvil
Salutations, fellow overseer PresidentEvil!

Natural walls always have floors above them, and mining does not remove these. Thus, if you mine out ALL walls in the hill, the ceiling will collapse and kill just as well as any wall. Urist McMinerton found out the hard way.

Kind regards,
Shook McOverseer

Hail, and Well Met, Shook!

Except, I didn't actually order him to remove the entire hill. I only had him dig out the rich, flux center, leaving the boring outer shell intact. How Urist managed to collapse the hill nonetheless is a feat of stupidity that may in fact be impossible for more sane, or intelligent, individuals, to comprehend. Therefore, aside from an aside that the sacrifice of one newbie miner and copper pick was more than worth enough flux to fuel the steelworks for the next half a year, I shall speak no more on the matter. That way lies madness.

With Fond Bemusement,
Overseer PresidentEvil

2
To: Overseer President Evil.

What about trees?  Those are evil, and they cave in if the area under them is dug out.

From: The administration of your friendly Tree-hating Dragonfolk of Tallfires.

Dear Tree-Hating Dragonfolk,

We are on a glacier. So probably not. Besides, as I may not have made clear initially, I merely assigned him to hollow out a hill that had tasty, delicious flux in it. So there's that too.

Thanks anyway,
Oversser PresidentEvil

3
Dear Urist McMinerton,

Urist, we need to talk. When I first assigned you to mine out a small hill, I was pretty confident that you could knock the task out in no time, and we'd be able to refill our flux stockpile for the steelworks.

What I'm a little fuzzy on, however, is this: The hill was only one z-level tall. You were ordered to mine out that z-level. Nothing above it, and no channeling involved.

How, then, did you manage to cause a major cave-in, outside, despite absolutely no rock being above you? And how did you manage to be standing directly underneath these apparently invisible chunks of rock when they fell to earth?

The mind boggles.

Vale,
Your Overlord

4
DF Dwarf Mode Discussion / Re: Soap Production Broken?
« on: April 05, 2010, 09:24:42 pm »
Soap is supposed to come in bars, and the game expects it to for most of its uses. There's a typo in the raws however that makes soap come in globs instead. Find the reaction for soap in the raws and replace glob with bar, and that should solve some of the problems you guys have been having.

5
Urist McPhysics cancels Smelt Uranium Ore: Interrupted by weapons inspector.

6
DF Dwarf Mode Discussion / Re: I just don't get coins.
« on: March 11, 2010, 06:15:48 pm »
I will mod in plastic as a resource.  I will then tweak the Dwarven civ entry so that coins are only made out of plastic, and are called "credit cards".

I will make dwarves purchase things with bushels of credit cards.  It will be a mockery of both systems.


It will be stupid.  But it will be gloriously stupid.

Hot damn, I am so sigging this!

7
DF Dwarf Mode Discussion / Re: "Unfortunate Accidents"
« on: March 01, 2010, 10:49:57 am »
My tax collector recently met with a horrific end. You see, the marksdwarf corps was quite displeased with the way his mandates for steel statues and weapon racks was using up a large quantity of steel bars that otherwise would have been manufactured into new platemail for them to wear. In addition, the fort's best metalsmith, and only skilled armorer, had recently been arrested for failing to produce said statues, further delaying the arrival of their new armor. Understandably, some of these marksdwarves decided to vent some steam down at the new firing range.

However, due to an architectural oversight, the only path to the tax collector's quarters happened to run through the middle of the firing range, between the marksdwarves and archery targets! And to make things even worse, the tax collector was on the way back to his bedroom for a nap, in clear violation of established range safety protocols! Predictably, he did not make it very far before taking a round through the throat and bleeding to death on the way to the hospital beds.

Worst of all, his numerous statues and weapon racks could not be moved to his opulent tomb, because some careless dwarf accidentally put them in the melt pile! Unacceptable!

8
This story is actually why I started playing DF again.

For like the 4th time.

I'm fickle, okay?


9
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: April 24, 2008, 03:29:00 pm »
Must be all that filth. After 30 years it has to form some sort of rock hard, possibly semi-sentient coating.

10
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: April 23, 2008, 06:53:00 pm »
Now this is what I call a fortress.

Cap'n, did you ever expect Nist Akath to become so famous and huge? and epic?

And also, do dwarves get stat increases after they "max"? Because that could explain why the Nist Akath military is so ludicrous.

If there's room in the adventure, I shall be PresidentEvil, spearperson, male.


11
DF Modding / Re: It was bound to happen; the rather underwhelming GUNPOWD
« on: November 25, 2007, 11:57:00 am »
As stated above, I'm going to be converting most of the data. Between that and my band, the next update will come tuesday or wednesday.

12
DF Modding / Re: It was bound to happen; the rather underwhelming GUNPOWD
« on: November 24, 2007, 09:38:00 pm »
I'm pretty sure changing firing rate, or adding a loading sequence like you described, or adding any sort of psychological effect is impossible at this time.

Personally, I always imagined dwarven muskets as being single-shot, break-action smoothbore weapons. They've already mastered perpetual motion water power, and break-action guns and cased ammo have existed (though not in a reliable form) for maybe three hundred years. Let's just chalk the rest up to dwarven engineering?   ;)


13
DF Modding / Re: It was bound to happen; the rather underwhelming GUNPOWD
« on: November 24, 2007, 07:12:00 pm »
Now that is intriguing. Can you upload your errorlog for me?

14
DF Modding / Re: It was bound to happen; the rather underwhelming GUNPOWD
« on: November 24, 2007, 05:00:00 pm »
I wasn't planning siege ammo specifically, but that's what I had in mind!

Unfortunately, it'd still be possible for you to go to the forge and make bullets without gunpowder.

Hmm... If I take the bullets out of the entity file, keep them as ammo, and add a reaction to make wood and bone bullets at the smelter, it should be possible...

Opinions?


15
DF Modding / Re: It was bound to happen; the rather underwhelming GUNPOWD
« on: November 24, 2007, 08:50:00 am »
Version 1

This version should actually work, thanks to the fixing of many bullet -> bullets typos. It also adds bismuth bullets and a proper ignite point for gunpowder.

Having a little trouble with my siege weapons, so those aren't included.

Next up:
- A potential fix for the ability to make bullet furniture.
- Some advneture mode screens.
- Depleted uranium ammo (seriously)


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