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Messages - cyberTripping

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1
Mod Releases / Re: [43.05] Koakuma Fortress
« on: October 19, 2017, 10:33:47 pm »

Danmaku is supposed to be nonlethal*?

I remember reading about how one of the boundaries Yukari can alter is the threshold of danmaku being lethal or not, and that they generally are not

anyways I remember seeing this mod a good while back, interested in seeing its return.

2
DF Dwarf Mode Discussion / Re: How safe are traps?
« on: September 20, 2017, 10:13:42 pm »
I guess some followup questions since I can't find specifics on the wiki and need to get creative with defenses:

Will enemies try to dodge cage traps? For instance, could I make a bridge of cage traps so that invaders would attempt to dodge, and instead fall into a pit of spikes several layers down? Or are all the easier dodge-bridge setups now fucked thanks to wear-associated risks?

3
DF Dwarf Mode Discussion / Re: How safe are traps?
« on: September 19, 2017, 11:06:55 pm »
First I heard of this, including stone traps?

Nah, it's weapon traps. They take wear and if they break from wear it causes a crash.

4
DF Dwarf Mode Discussion / How safe are traps?
« on: September 19, 2017, 10:37:31 pm »
I've heard traps can crash the game if they break from wear. How long will this typically take? I'd prefer not to get into a spot where the game is doomed to crash from weapon wear before I can react, but I've seen people still using them despite the risks so it can't be that bad, right?

5
if I could give my two cents, I'd think it would be better from a realism standpoint to not divide it up so cleanly, as in, into one hand/ two hand/ polearm. For instance, I could see someone who is well versed in using a hatchet also being able to use a hammer just as effectively. The techniques and form are generally the same. However, I couldn't see this same person picking up an epee for the first time and using it just as flawlessly, as would work out in such a division. It would probably be better to divide skills into "groups" of general combat techniques, somehow. Obviously things wouldn't be perfect, but it would make more sense than the current setup, at least in my opinion.

6
Dwarves constantly emit an aura of destruction. This is why misfortune is abound in fortresses, aura singularities summon horrible monsters and giant armies. This radiation damages the high-exposure clothes. However, as dwarves are the best armoursmiths in the land, they are able to aura-proof armour. However, it needs to be a particular armour design, any old article just won't cut it.

Dwarven engineering knows no bounds.



Why can't I mulch my gardens with the bodies of dead enemy soldiers? It's a waste of good nutrition is what it is.

7
I was making a new fort, was tabbing through the different modes like neighbors and civs and such when I saw this (Second civ down)

Spoiler (click to show/hide)

The crewed oil. Ha. Haha. Haahahahaha!
There's also the staff of rising but they're nothing compared to homophones.

8
Love, a disgusting elf emotion.

Why are toes and fingers seemingly not of this realm? ("but the attack passes right through!")

9
Mod Releases / Re: Stal's Armoury Packs [40.14+] [Armoury v1.8]
« on: April 26, 2015, 07:24:49 am »
How nicely would this mod play with Jake's Black Powder Firearms, would you know?

10
Is there a way of claiming more than one site as belonging under a group? If so, I can't find it. I've claimed one site so far.

11
DF Adventure Mode Discussion / Re: Killing undead
« on: April 06, 2015, 02:52:57 am »
Honestly, you could always... Disable all of them and then move on.

Sure you won't get the 'kill' but "unable to hurt you" might as well be dead.

But that's no fun nor challenge, is it?

12
I vote saying adios to the banditos. Gotta balance out the infamy of that revolution nonsense. Neutral power and all that.

13
Mod Releases / Re: Modding transgender sentients into the game
« on: December 07, 2014, 07:53:24 pm »
By misunderstanding I think he thought gender = sex, which means adding genitals which means adding more details and the like. Anyways, I agree with getting this back on track if only because there's a lot of science potential.

14
Mod Releases / Re: Modding transgender sentients into the game
« on: December 07, 2014, 07:33:35 pm »
Hermaphrodite sex would be good because then I could make War giant slugs, which are yes

15
Mod Releases / Re: Modding transgender sentients into the game
« on: December 07, 2014, 07:17:24 pm »
If by "saying shitty things" = "clearly making a simple misunderstandjng" then yes grimlocke is a massive dick. All the points grimlocke made pardon the sex/gender mixup which is an UNDERSTANDABLE mistake hold just fine.

Removing genders is a noble goal but let's face it. That won't work out well just yet. Maybe when this progresses in the real world it would be fine, but for now its just too much of a clusterfuck to stray too far from the norm in a game like this.

And before I get bashed to hell for saying this, I'm going to let smeep and such know I'm a LGBT supporting liberal progressive and have most friends see eye to eye on it, hell most of my friends ARE lgbt. I'm just getting that out there before I get chewet out for being a barbaric Victorian.


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