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Messages - BoffoDorf

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1
Masterwork DF / Re: Future of the Mod - What I will do next.
« on: September 15, 2014, 02:11:16 am »
Just wanted to post that my notion of a Golem has always been within the domain of fantastic sorcery. I mean in a d20 sense, it's the binding of an elemental spirit to a carefully prepared construct, with the more exotic creations requiring insane arcane powers on the part of the crafter. I just never saw Golems as dwarfy, primitive mechanical constructs with an utter lack of flexibility/agility sure though.

2
DF Dwarf Mode Discussion / Update bullets that scream DF
« on: September 15, 2014, 12:59:18 am »
File this recent line under "Oh you were talking about Dwarf Fortress again then?"

Quote
Stopped dwarves from trying to clean their own missing or internal body parts

Surely worthy of a Rock Paper Shotgun header for a few weeks.


Cheers!
-Boffo

3
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: August 25, 2014, 12:50:01 am »
It appears all things craftsdwarf related reactions mix scepter and scabbard....

Spoiler (click to show/hide)

Seems that when nobles ask for scabbards, they mean scepters. This leads to much head scratching if one does not use the manager or perhaps some workflow wizardry. Seems to me scabbards should be made from materials other than rock in the first place since historically wood, leather, cloth and metal was used.

4
Masterwork DF / Re: Science about blind siege operators
« on: July 08, 2014, 11:46:49 pm »
Maybe add a siege operators guild caste that makes them blind ?

I can only imagine the "So a siege operator dorf walks into a bar..." jokes that would idea would spawn.

5
Masterwork DF / Re: Surviving Masterwork?
« on: October 24, 2013, 09:02:35 pm »
Mole weasels are as fast a critters can get in DF, are friendly to nature and breed fast even after the nerf. Instead of chaining the lil guys, pasture them in a nice large area out front as spotters. They will run around at warp speed revealing everything and, if you leave a breeding pair out there, they soon become legion. Lots of vermin remains as well.

6
Masterwork DF / Re: Can't get some vanilla creatures
« on: October 21, 2013, 01:06:00 am »
Moleweasels replace cats and are far superior (super fast and do not adopt dorfs)
Shaggy badger dogs replace dogs and can be sheared.
Mastiffs are what war dogs always wanted to be.

7
Masterwork DF / Re: Which Tileset Do You Use?
« on: October 17, 2013, 09:17:44 pm »
I use Masterwork (not a huge fan of the constructed walls but hey, whatever) but the default+ color scheme is too dark for me, so I use the vanilla colors in default-. Why default- isn't the next click from default + no idea*, I just spam click til I see CLA color on a new release.  8)

*Well ok, I do have an idea, but it most likely is wrong. So really, I have no idea!

8
Masterwork DF / Re: What's happening in your Fort.
« on: October 16, 2013, 05:22:08 pm »
My archeologist is earning his dorfbucks - three The Destroyer Guardian of Armok, a whole sheaf of steel ballista arrows, mithril plate, and unknown material red marker for the kids to mark up those legendary engravings :)

Armok can help you in removing any 'graffiti' that marker creates.

9
Masterwork DF / Re: Raptors, raptors everywhere
« on: October 12, 2013, 06:10:44 pm »
I looked around and honestly, the giant drow spider is a better deal than the forest spider. Drow spider is 5 -10 times larger, breeds twice as fast, is faster, and can easily be hunter trained. Never mind that the drow always have their spiders for sale.

10
Masterwork DF / Re: Raptors, raptors everywhere
« on: October 09, 2013, 10:31:31 pm »
An untrained/unarmored Raptor vs Forest spider is what you mentioned ether, caught in web and endless throwing of the raptor around by the head. It generally takes a bit of time to kill the raptor though so a second raptor added to the pack is free to rip the spider apart before the first gets killed.

Now if you just take an untrained steelclad raptor though, it seems they are not too bothered by the webbing and just tear the spider apart unscathed. Two spiders will do an armored raptor damage, but still, two dead spiders. Now, if you combine spider and armored raptors on the same team...  oh my, that team can do some damage even without training :o

Keep in mind that raptors breed fast when given nest boxes of their own. Also, when armoring, one bar converts the entire group you pastured on top of the workshop.

11
Masterwork DF / Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« on: October 09, 2013, 09:59:38 pm »
I love your 'war animals do not graze' policy Meph. No joke, no sarcasm, just plain thanks. :)

12
Masterwork DF / Re: What's happening in your Fort.
« on: October 09, 2013, 05:41:56 pm »
Tried a "straight-to-cavern" embark, there were like 20 serpentmen down there just waiting for me. I hope they enjoy all the wine and meat I packed in case I hit a dry cavern.

Just a heads up, the standard MW worldgens all have at least some water and are all 'no restrictive passages'/'high openness'. If you want something more random, you can change the world gen params pretty easily.

13
Masterwork DF / Re: Embaressing Secrets
« on: October 09, 2013, 05:33:57 pm »
I-I've... I've never survived a siege!

Even in vanilla.  My OCD flares up and I get frustrated trying to build the "perfect" fort.
You also need to list that you don't know how to spell embarrassing.   :o
38 replies it took... I would have taken bets on the first 3 replies containing that part.

I think most of the Bay 12 crowd is at least cognizant that English is not everyone's native language and generous allowances are normally granted. :D

14
Masterwork DF / Re: Poll - Playable races
« on: October 08, 2013, 05:35:46 pm »
For Automations, what about using successive workshops for the ranks of nobility as a change of pace. Makes literary sense that the leader of a mechanical race would be a factory spitting out different castes of minions like some sort of mechanized hive. Just not sure how feasible it is from a modding standpoint.

15
Masterwork DF / Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« on: October 08, 2013, 03:36:44 am »
I just tried starting a game and my starting 7 were two fire mages, a water mage, fishery guild worker, a healer's guild and two peasants .... I imagined the carnage that embark would start off with and re rolled the start hehe.

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