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Messages - Belteshazzar

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196
DF Dwarf Mode Discussion / Re: The rarest materials known to dwarf
« on: February 19, 2008, 11:11:00 pm »
Think alike we do Muffles. Of course my monstrous crab people may find it necessary to trade with these fishmen (carpmen) to gain 'willing' to incubate their wriggling tadpoles within their meaty bodies. Of course I wonder what kind of Hidden Fun Stuff should hide below the waves: Tekeli-li! Tekeli-li!

197
DF Gameplay Questions / Re: On Megabeasts
« on: February 10, 2008, 11:24:00 pm »
So only civ races can arm weapons? Too bad. perhaps this means I shall have a civilization of Giants ruled by their Titan Primarches and their supreme God-Emperor. Mmyeeesss it shall be done, it must be done. Who else could have sealed away the Deamons. Now to mod in some bolters.

198
DF Gameplay Questions / Re: On Megabeasts
« on: February 10, 2008, 09:20:00 pm »
I added 2 wings to dragons so I guess my fortresses are going to have double the suffering from flying flamethrowers. Hmmm I wonder if I can still work around the limited breeding somehow. Any suggestions? Oh and how can I get creatures to come equiped with weapons or armor. I want those Titans to come wearing Andamatine and bearing weapons. It would make killing them very profitable.

199
DF Gameplay Questions / On Megabeasts
« on: February 10, 2008, 08:06:00 pm »
I have heard somewhere that megabeasts are of a limited number and that killing them will permanently reduce their number. Is this so? Is this related to the MEGABEAST tag or is it something else? Oh and by the way can dragons fly I didn't see any wings on them?

200
DF Gameplay Questions / Re: my first (real) siege
« on: February 10, 2008, 09:54:00 pm »
Ahh, I see however, one can simply wait out a siege as long as you have food and water and don't want to loss all your dwarves. They will eventually go away when they get bored which is a surprisingly long time for them being goblins but they must consider strutting around in silk and steel armor to be grand fun.

201
DF Gameplay Questions / Re: my first (real) siege
« on: February 10, 2008, 08:16:00 pm »
Are you saying you just put fortifications at ground level? that is a bad thing. Good castles have fortifications at least one story up so that archers can't snipe the peasants through your own fortifications. The only reason to place a fortification at ground level is to use seige engines as their ammo doesn't currently respect z levels. As for other defenses I find that building everything in a labyrinthian trapped Doom Fortress!!! prevents instant archer rape as they don't all get a clear shot before you charge into battle from around the corners.

202
DF Gameplay Questions / Re: How to make dwarves arm kobold daggers?
« on: February 10, 2008, 11:32:00 pm »
This Large Dagger thing always annoyed me (where are the small daggers?) so I just renamed all references to them as Dagger to avoid redundancy. Surprisingly the only race to wield them is Kobalds.

203
DF Gameplay Questions / Re: WHY?!!!!!!
« on: April 01, 2008, 02:17:00 pm »
I wish it would only scatter items if creatures took them like deamons,dragons ,goblins, and the various ___men. Perhaps intelligent creatures could claim them and take them to their lairs (some place in the fortress if they moved in after purging the dwarves).

204
DF Bug Reports / Re: Kobolds in the Tundra
« on: March 23, 2008, 03:49:00 pm »
They forgot their sealed hazmat suits with built in tail warmer and cloaking shields.

205
DF Bug Reports / Re: [33g] dwarf bones emerge from their graves
« on: March 08, 2008, 12:42:00 pm »
'  
quote:
And the skeletal carps tearing apart the legendary miner?  

"Those are simply carp whose pigmentation has been reduced to the point that light passes through their flesh as well formed glass. Our current inability to harvest such flesh after death is no doubt due to enzymes related to this mutation which cause spontaneous dissolution upon expiration of the afflicted beast. Surely all this nonsense of spirits, blood, gods and 'deamons' quite antiquated . Its this superstition which separates us from pagan elves and their dread of the 'wood or bone spirits.' Now then lets go mine that lovely adamantine deposit. Let you thoughts be freed from all such nonsense."
[ March 08, 2008: Message edited by: Belteshazzar ]

[ March 08, 2008: Message edited by: Belteshazzar ]


206
DF Suggestions / Re: More underground obstructions
« on: March 13, 2008, 10:40:00 pm »
Deadly or explosive vapors pouring out into the mines poisoning and suffocating all who fall victim to its warm hazy embrace... or just blowing the hell out of your fort when it touches magma, torches, lamps.

Cave-ins, with earthquakes or explosions this could be a real hazard.

Darkness. I suppose this could be a hazard when lights are introduced. (Grues Hhhmmmmmm)

Pressurized water, oil, or magma? So much fun so little time to reach to reach the escape ladder.

Cities of foul or even benign underdwellers. (molemen, deamons, imps, undead, golems, things`"man should not know of"?)I doubt they will take kindly to a mob of greedy dwarves making off with all their stuff.

A dwarven mining crew tunneling up from the other side of the world?

Some giant buried machine of vast gears and unknown purpose. Dare you pull the lever?

You tunnel deep and pierce a tunnel leaking a red viscus liquid... blood! What is that deep, pulsing rhythm you feel in the stone? Dare you dig deeper?


207
DF Suggestions / Re: Mechanized buildings
« on: March 13, 2008, 12:12:00 am »
quote:
Myself, I'd like to use this to implement giant, mobile cities, crawling across the map and devouring everything in their path. Underwater cities that can rise from the waves on command, and sink back down later, would also be pretty sweet.

I could see this as how goblins or giants do strip mining or deforestation projects. You thought the elves were pissed off before, wait until they get an eyeful of a Crawling Iron Doom fortress made of accumulated scrap decorated with uncountable bones and skulls and belching smoke from the forges and engines. Loaded up with catapults, balista, and archers this thing is coming to your hippy village soon. Are You Prepaired?.....


208
DF Suggestions / Re: More Civ Types?
« on: March 12, 2008, 02:40:00 pm »
I suppose I am pushing for more site types. In fact the ability to create our own would be beyond awesome. That way I could tie certain sites to custom civs designed to die early on and have my generic elder thing ruins stocked with things man was not meant to screw around with.

I think that multi Tile trees are planned some day. It should be in the dev-notes along with multi tile creatures.


209
DF Suggestions / More Civ Types?
« on: March 12, 2008, 12:18:00 am »
As the title says my soul hungers for more Civ types. I am sure that these simple types are not all that is planned. Perhaps Civs that build dark Cyclopian Structures of unknown purpose? Tall brooding towers placed too close for human comfort (imagine New York after 200 years of abandonment, simply infested with monsters and narrow bridges between each tower) Or majestic spires or crystal and silver. Underwater Civs with bubble cities of glass and gold, roaming hoards and barbarian camps. Vaguely organic hive structures in whose dark tunnels strange chitterlings underpin the steady moan of the faintest breezes?

210
DF Suggestions / Re: More special abilities!
« on: March 11, 2008, 03:48:00 pm »
Throwing hails of spines like darts would be cool (like the hunters from Half-Life 2 or Hydralisks from Starcraft)

The ability for intelligent monsters`to reproduce (so the don't all die after a decade)

Monsters that can spawn other subordinate monsters

Climbing....

Acid (pools, spitting, and contact)

More poisons

Exploding enemies

Explosive poisons

looting and equipment using monsters (yeah slugmen are pushovers until they get a hold of a bow, and lets not even mention the bipedal amphibious Deep Carp Ones)

Natural Tunneling

Magma men could throw magma?

Enemies that can swallow you whole (Dragons,Grues,Pacmen,Kirby)... at least you can attack their entrails now

Immaterial or Aetherial creatures

Enemies that can infest you

Enemies who can contaminate you.

Hypnotic powers (may need magic)

Camouflage (Adventurer:"Hey a chest, I wonder whats inside?" Chest:"Hey an adventurer, I wonder whats inside?")

Trappers: Everyone knowns kobalds leave tons of traps around so watch you ankles.


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