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Topics - GaxkangtheUnbound

Pages: [1] 2 3 ... 5
1
Life Advice / Tired of Soda - Something flavorful yet good to drink?
« on: September 09, 2012, 08:17:47 pm »
Since I prefer to have flavor in my food/drinks(despite being in the South), I tend to drink soda instead of, say, water. It's not a problem currently, considering I'm still in adolescence and in good physical condition, but I want to kick the habit before it becomes detrimental. I don't like drinking milk because of the terrible afterbreath it causes, and I'm looking for viable alternatives to the mindless drinking of soda. I was thinking possibly tea, but tea tends to be very strong, and I'm looking for a flavorful but not powerful drink.
Any ideas, Bay12?

2
General Discussion / Tropical Storm Lee
« on: September 05, 2011, 04:39:58 pm »
Anyhow, I'm about ~5 away from receiving a tornado warning. Good times.
Anybody else experiencing annoyance from this particular system?

3
DF Dwarf Mode Discussion / Teleporting mason?
« on: August 28, 2011, 07:51:16 pm »
So, I'm building a fort on a peninsula, and for some unexplained phenomenon, the mason keeps teleporting on top of the buildings, even without any ramps or stuff that could bring him there. I doubt the cave swallows I own are doing it. Any clues?

4
Other Games / Playstation One emulator?
« on: June 17, 2011, 02:14:06 pm »
I've been hoping to play old games of mine(Crash Bandicoot 2, Spyro 2) but I'm not sure of an emulator to get. Any suggestions? I've come to find that the Bay12 forums is full of madness and good advice.

5
DF Modding / ●»Pygmy Kobolds«●
« on: March 19, 2011, 11:23:55 am »
Pygmy kobolds adds kobolds that are the size of rabbits.

Industrious Pygmies
Pygmy kobolds produce weapons at a nest box, which you can sell to the next caravan as a trade good.

Cute Pets
Pygmy kobolds live in the cavern layers 1 through 3. They are quite rare, but it's worth it. Their pet value is 150, making them a good pet to sell to the caravans.

So, what are you waiting for? Download now!

EDIT:Toned down the text.

6
DF Suggestions / Weapon Trap settings
« on: December 31, 2010, 03:28:22 pm »
I suggest that weapon traps should be able to be configured.
For example:(Red=Sub-menu)

Enable pet targeting? Y/N
     Strays only? Y/N
Enable friendly targeting? Y/N --Merchants, friendly tribes, etc.
Enable citizen targeting? Y/N --Your citizens, obviously. Great for unfortunate accidents!

Well, that's it. Feel free to add on to, comment on, or endorse this suggestion!

7
DF Dwarf Mode Discussion / It's a la-. . . OCEAN?!
« on: December 01, 2010, 04:37:30 pm »
Look closely. . .

"The Gulf of Queens".
It's an inland. . . OCEAN?!
Somebody explain this madness please.

8
DF Dwarf Mode Discussion / Invisible Children taking up food?
« on: November 27, 2010, 11:24:27 am »
Recently, I've had this architect complain about his pet slave not getting food.
Even after she dies of starvation, he still wants to feed his slave(Who was cremated in magma)
So, I purchase some extra food from the caravan, and he takes the food to the invisible child and the food vanishes.
Do I need to perform an exorcism?

9
DF Suggestions / Rig Furniture with Traps
« on: November 24, 2010, 11:49:44 am »
Not sure if other suggestion threads have been posted by this(As I haven't found any), but I'd like to rig furniture(Like beds, statues, and such) to act as either traps or secret passages. What may seem like a perfectly normal obsidian statue turns out to be a secret passage to a night creature's lair. A kobold thief goes to admire a pure gold statue, only to get sliced into tiny kobold bits by serrated discs in the statue's base.
Sounds good?

10
DF Modding / *SOLVED*
« on: November 22, 2010, 06:58:30 pm »
Solved.

11
DF General Discussion / Cave Spider !!SCIENCE!!
« on: November 07, 2010, 02:13:09 pm »
We all know that cave spiders:
1.can be tamed
2.Can be caged
3.Cannot be released from a cage.
HOWEVER. . .
You can pit them.
I'm going to mass-capture cave spiders, tame them, and release them in a massive enclosed space. Since they are tame, they are dwarf-friendly.
Any thoughts?

12
DF Dwarf Mode Discussion / Catching the Elusive Tigermen
« on: October 10, 2010, 11:02:14 am »
I've embarked in a tropical swamp, and I'd like to catch those tigermen. According to the raws, they like fighting, so I'm going to put a bait animal behind four cage traps. Hopefully, the tigermen rush in, wanting a feast, and get caught, allowing me to successfully tame and make a tigerman fortress. I'll have to feed them, though.
Anybody else have any luck catching the elusive tigermen?

13
DF Dwarf Mode Discussion / Interesting, to say the least.
« on: September 30, 2010, 08:20:52 pm »
I've found a volcano which begins at the magma sea.
I can see all the way down. That also includes the caverns.
I was thinking, "Why do I see a reacher? I haven't even breached the caverns yet!"
Well, the volcano goes through the cavern. Apparently, the side broke, causing magma to flow out, leaving the rest of the damn volcano empty.

14
DF Dwarf Mode Discussion / Do I stand a chance against a mountain titan?
« on: September 30, 2010, 04:35:05 pm »
I was mindin' my own business(Constructing a multi z-level execution tower) when a mountain titan ambles into my peaceful abode.
"A huge viper composed of coral. It has an enormous shell and it moves about carelessly. Beware its poisonous bite!"

15
  I know it's a really long title, but I just had a spark of brilliance.
  My Draconian race happens to be amphibious. If I can create an airlock(Two doors, one space apart, with a screw pump draining all water that goes into said one space)
Graphical Representation:
Spoiler (click to show/hide)
  The draconian will open the door, close it(water residue is sucked up) and enter the fort. The whole area around the fort will be an artificial lake(Fueled by an actual lake) with a 3-tile-wide tunnel underneath for trade caravans. Said tunnel's entrance will be sealed by a bridge.
  Since there's water all around(And Draconians aren't alcohol dependent, they can drink water from an de-pressurized cistern well. The only main concern is the perfect place. I need a completely flat, little-to-no tree area with a lake nearby.
  If I can get stonesense to work, I'll show an outside view of my fort.

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