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Messages - AutoBahn

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1
DF Adventure Mode Discussion / Re: Things to do in adventure mode?
« on: September 01, 2014, 06:15:24 pm »
Crush your enemies(and/or friends), see them driven before you, and hear the inevitability of their women.

2
DF Modding / Re: [40.xx] Lucelle Weapons and Armour [1.5]
« on: August 15, 2014, 10:11:53 am »
PTW. Very interested in the progress of this mod.

Will there eventually be races or something to make them stick to certain weapon types so you can have things like Elven samurai versus a bunch of Dwarvern musketeers?

3
For some reason towns/hamlets/whatevers seem to hate all other towns/hamlets/whatevers in existence. It probably has to do with civilization ties. In other words, whoever spread that rumor wants you to go do their civ's dirty work for them.

4
DF Suggestions / Be able to declare yourself a deity
« on: August 05, 2014, 06:53:13 pm »
Since we can already take over sites and seem to have deities better implemented now, it'd be very fun to be able to declare your 500+ kills adventurer or whatever a deity and have people start worshiping him. Maybe have a GUI for when you declare yourself a deity to put in what you'd be the god(des) of, as well as the ability to try and 'convert' people. This could also tie into site ownership somehow for religion-related sites, such as for making a temple be dedicated to you.

5
I have a similar problem where I'll accuse vampires of being night creatures, and, upon doing so, they will boast about who they've killed or say a comment on the weather instead of confirming my suspicion and entering combat.

6
DF Modding / Re: Prehensile Beards or Beards that can grasp or strike.
« on: August 04, 2014, 12:23:33 pm »
If you add the ability to grasp to a beard, does this mean multigrasp weapons will be held by both hands and their beard?

7
DF Adventure Mode Discussion / Re: Any defense against ranged?
« on: July 25, 2014, 08:42:01 am »
I find that sprinting from tree to tree until you reach the ranged user works pretty well.

8
DF Adventure Mode Discussion / Re: 6000yr old World
« on: July 24, 2014, 11:18:16 pm »
I noticed this a little while back. This really paves the way for future worldgen fun, seeing as it'll only get better from here via optimization.
Maybe after all the optimization's done we'll be able to have sprawling, large worlds with rich histories as opposed to the previous versions, where you could only go a few hundred years before your game slows to a halt.

9
Update this mod please
He's probably working on it, be patient. These things take time, you know?

10
DF Suggestions / Re: Undead civilization?
« on: July 20, 2014, 07:28:15 pm »
>.> this is a suggestion page, not a modding page. i'm not arguing anyone's ability to mod the game.
yes, zombies are mindless killing machines. therefore i argue against the idea of adding intelligent, job holding zombies to the game.
Who says it has to be just zombies? Don't night creatures such as vampires and suchlike technically count as being friendly to other undead such as necromancers and zombies, IIRC? You could have an interesting civ group if you made it out of bogeymen, necromancers, vampires and zombies(and whatever else), as far as I can tell. Randomly generated castes(bogeymen) would be really cool to have, actually, since you would have to work with what you're given for each and every world you gen(since bogeymen and vampires as well as some night creatures seem to be randomly genned[i think? I need to go look at advanced worldgen options again...]). Mixing it up a little, basically. It'd give night creatures more of a purpose as well, actually, past the normal "ambush people at night and/or steal their blood and corpses for your nefarious plans" sort of role they have now.

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