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Messages - Impending Doom

Pages: 1 ... 138 139 [140] 141 142 ... 155
2086
DF Suggestions / Floating Rock
« on: January 31, 2008, 04:55:00 pm »
How about a type of stone that allows all tiles attached to it to ignore cave-ins? It would make for some interesting floating fortresses.

2087
DF Suggestions / Re: Oklo-style 'natural' nuclear 'reactors'
« on: January 28, 2008, 09:42:00 pm »
Whaddaya mean severe? The beardier, the better!

2088
DF Suggestions / Re: Vacuum Breakers
« on: January 27, 2008, 09:49:00 pm »
Not necessarily. a one way valve is simply a hinged door in a section of pipe. when water passes in one direction, the door is pushed open. When it tries to flow the other way, the pressure pushes it shut.

2089
DF Suggestions / Re: [req] Mark a unit for attacking
« on: December 10, 2007, 08:13:00 pm »
Or better yet, those darn nobles...

2090
DF Suggestions / Re: new form of punishment
« on: February 27, 2008, 04:32:00 pm »
The ony problem I see with that idea is this:

The spinning XXRotten Plump HelmetXX strikes Urist McDwarf in the head.
It explodes into gore!
Urist McDwarf, Carpenter has been struck down.


2091
DF Suggestions / Re: Do what you want, 'cause a Pirate is free!
« on: January 13, 2008, 07:13:00 pm »
...And coastal towns for us to raid.

"We come from the land of the ice and snow..."  :D


2092
DF Suggestions / Re: Future Siege AI
« on: January 13, 2008, 07:47:00 pm »
You smash the fisherdwarf in the head with your +Digital Cursor+
It is smashed into the body, an unrecognizable mass!
Urist Lokumac, fisherdwarf has been struck down.

2093
DF Suggestions / Re: Adamantine! Magma!
« on: January 09, 2008, 10:47:00 pm »
Perhaps, since adamantine was designed to be indestructible in order to seal in the demons, it can be smelted because the user wants it to melt. It could possibly respond to the smith's thoughts. Too extreme?

2094
DF Suggestions / Re: some ideas
« on: January 09, 2008, 04:35:00 am »
1.  Dunno about that. The difficulty of the game really depends on where you embark to.

2.  There are already migrating bands of humans/goblins etc. on the world map in adventure mode. Something like what you're suggesting wouldn't be a far stretch.

3.  Weapons and armor do wear out and break over time, but there is currently no way to repair them. I'm not sure how easy that would be to code.

4.  That would be interesting to see. the dwarven equivalent of Vault? this has possibilities...


2095
DF Suggestions / Re: Sieges. Need. Siege. Engines.
« on: February 18, 2008, 10:28:00 pm »
if they just brought wagons, that would suffice. a small ballista similar to a Roman Scorpion mounted on a pintle in the back of the wagon Technical-style dosen't seem too far-fetched.

2096
True, but you should have at least some control over what dwarves you take with you. Perhaps a screen, listing 30 or so randomized dwarves in whatever tavern you decide to go recruit from, and you pick seven of them to take with you?

EDIT: Spelling

[ February 15, 2008: Message edited by: Impending Doom ]


2097
DF Suggestions / Re: HIDDEN FUN STUFF!
« on: January 07, 2008, 06:47:00 pm »
*A voice rings out from beyond the mountains*

SECONDED!


2098
DF Suggestions / Re: STUPID: Beer pond.
« on: April 13, 2008, 11:03:00 pm »
The only problem is, what happens when a fire imp pops up out of your forges and decides to take a stroll through the canals of your just-completed booze Venice?

2099
Other Games / Re: Cool Space Sim
« on: May 20, 2008, 05:08:00 pm »
Sounds absolutely awesome. I'd download it in a heartbeat, but I'm afraid my poor comp would go into cardiac arrest at the sight of that filesize.  :(

Curse you, 56k dial-up.


2100
Other Games / Re: Stranded II - God damnit I need two more vines.
« on: May 17, 2008, 02:01:00 pm »
quote:
Originally posted by Delamore:
<STRONG>
Just try not to go overboard, alot of people avoid another mod out there because it adds alot of crap like explosives, guns and swords.</STRONG>

Mod? I got those with the base game package. I don't use them, mind you.


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