Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Osmosis Jones

Pages: 1 ... 189 190 [191] 192 193 ... 207
2851
DF Suggestions / Re: YASET : Engravings
« on: December 04, 2008, 04:15:01 am »
Good question, and while we are at it, what is "YASET"?  ???

I'm going with Yet Another Stone Engraving Thread

2852
General Discussion / Re: What do you play when your not playing DF?
« on: December 02, 2008, 11:02:41 am »
TF2 and Farcry 2 for the most part, and used to play bioshock and HL2 until I'd played 'em to death. I also have a penchant for finding and playing old and/or abandonware games; Worms, The Incredible Machine, Warrior Kings (so awesome I'm happy to survive with the Polish version), etc.
I'm also currently looking for a game called Stars!, which is unfortunately abandonware that doesn't exist in any known online or RL store or repository :'(

2853
DF Suggestions / Re: Military dwarves getting strange moods
« on: December 01, 2008, 09:08:04 am »
I don't like to call it "doctor", it sounds way too modern...

Chirugeon?
Bonesetter?
Witch?

2854
DF Dwarf Mode Discussion / Re: Metropolis ideas?
« on: November 30, 2008, 11:01:51 am »
Build a giant dragon statue that pumps magma up through its body, up its neck, and can be dumped out of its mouth at the flick of a switch (I reccommend steel bridges for this :) ). This should then be set up overlooking the main entryway, so any invaders, immigrants etc can get incinerated.

Bonus points; make it all out of marble and precious metals, OR make it 2-headed, with the second mouth spewing water. This can be used to either encase things on the ground, or if you want tricky, produce obsidian in mid-air for insta-cave-ins.

I got three quarters of the way through building one of these before I abandoned my fort, and I've regretted deleting my savefile ever since.

2855
DF Suggestions / Re: Military dwarves getting strange moods
« on: November 30, 2008, 10:54:10 am »
Stuff about rogue dorfs

Honestly, that just sounds like a martial trance with a skill bonus at the end to me.

I think the swordsdwarf crafts a sword thing has some promise, but the way I see it, it should be more like some sort of meditation thing, where they lock themselves in a room, or sit under a waterfall for a week (Urist McDorf screams "I must have silence! I must have mist!) rather than claiming a workshop.
Maybe just have them claim the barracks, and have anyone that walks through there get slaughtered as Urist trys his new moves. Hence, great if your barracks has lockable doors and is seperated from the rest of the fort, horrible if you designated your entry hall as the barracks to keep it stationed.


Basically, my opinion is; as their skills don't produce anything (unless you count goblin bones and equipment), their moods shouldn't either.

2856
DF Modding / Re: They Might be Giants mod
« on: November 30, 2008, 09:09:34 am »
Oohhh, this might help;

tmbw.net

2857
DF Suggestions / Re: Military training
« on: November 25, 2008, 11:12:46 am »
I'm sorry, but I'm gonna side with the training people.

Why?

Krav Maga. That shit is the most brutal, horrifically violent fighting style imaginable, and they teach you, from the outset, to destroy people. If you ever come up in a fight against a Krav Maga master, run, else he will tear your eye out, rip your balls off, and gouge out your throat, regardless of whether or not he has had to do it before.

2858
DF Dwarf Mode Discussion / Re: evil place not so evil
« on: November 24, 2008, 08:59:37 am »
Lovely lovely candy. If you find the magical blue rock, you have to dig it alllllll out to get the candy, kk?

... and make sure to get all your peasants down there to get all the candy out quickly, before it goes off :)

2859
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 22, 2008, 09:39:34 pm »
Ehh dwarven souffles;

This is a *hot air roast*. It's ingredients are minced hot air, finely minced hot air, exceptionally minced hot air and dwarven sugar.

2860
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 20, 2008, 12:07:52 pm »
Fat fort! Join 7 dwarves on their weight loss adventures! Who will slim down? Who will survive? Share their hatred for the intruders, and laugh at their attempts to defend their food stores from the starving hordes!


Only on Bay 12, your one stop entertainment... not shop!


Seriously though, SO DAMN AWESOME!

2861
DF Gameplay Questions / Re: Silly cooking inquiry
« on: November 19, 2008, 09:07:29 am »
oh Nitrous Oxide, you get closer to me every day...

*Breaths deep* hahahahahahahahh ahaha hahahahahahahaha hahahah hahahahah hahahah hahahahahahah ahhahaha hahhahaha

2862
DF Suggestions / Re: Underground Diversity
« on: November 18, 2008, 06:39:15 pm »
Just out of curiosity, how common would these arkhenstones be? I couldn't honestly see more than one per mountain peak (the little ^'s in the midle of the ranges) being really justifiable.
Hell, it'd probably best just to make sure it's within X tiles of that peak, now that I think about it.

2863
DF Dwarf Mode Discussion / Re: Worst Aquifer Disasters!
« on: November 18, 2008, 08:15:04 am »
Hooked my screwpump battery up to power before I attached the kill switch. Those screwpumps ended up flooding a valley :(

2864
DF General Discussion / Re: Thermodynamically viable underground farming
« on: November 18, 2008, 06:01:24 am »
I think what we are missing here, ladies and gentlemen,

Damnit, I wanted to use the "what we are missing here" line, now you've gone and stolen by impetus.

I think what we are overlooking here folks, is the initial material in the mud. It is obvious that the "mud" deposited by the cave rivers is nothing more than a fine sludge of precipitated sugar (primarily glucose and sucrose).
Naturally, this is deposited by the supersaturated sugar solution (mistakenly referred to as "water" by the inhabitants of the dorfverse) upon contact with the ground, which of course contain sugar crystals and other particulate matter that act as nucleation sites for the precipitation mechanism.

This large quantity of sugar is hypothesised to have been formed early in the dorf-verse's history, more information on which is available in Urist McPratchetts excellent paper on this, The Fifth E.

As such, it is obvious that subterranean plant matter is able to survive on the inital sugar layer layed down for quite some time.

Thankyou,
Urist McJones, Geonutritionologist.



OOC, the constant sugar high would also explain the dwarves notorious lack of attention span.

2865
DF Suggestions / Re: No more invincible forts
« on: November 17, 2008, 09:26:32 pm »
Honestly, I'm not a big fan of the whole nightcrawler-esque teleportation. The way I see it, it's a somewhat gimmicky method of increasing difficulty.

My opposition to it hinges on two primary points, one practical; I generally have large forts, which are impossible to fully patrol if I want to have any sort of military presence on the gate, so a teleporter would be able to have a field day in my warren of tunnels, picking off the lone haulers etc. without any reasonable fear of reprisal. While cooldown times and similar would help, I honestly don't think they would remove the underlying problem.

The other issue is conceptual; I stuggle to see how the teleporter would be able to find his desired location without having reports of where the actual tunnels are, and blind teleporting is pointless, as if he missed by even a square, he'd probably be intombed in rock.


Personally, I'd prefer you get something like a shaman who can infilitrate into the base, then set up a portal, whereby a few hundred gobbos pour out (for fps fans, think TF2 with an engineer setting up a forward tele). If he gets to his desired location, he opens the portal and scarpers, after which the horde flows out, and if detected, he'll try to cast the portal then and there (hence while a peasant discovering him would be bad, a fortress guard finding him results in gobbo paste). Like the aforementioned engineer, this unit isn't intended as a combatant.

For survivability reasons, they would have to have sneaking skill, and it would probably help if they could dish out some fireballs or similar in the case they do get caught. Further, giving them the ability to fly, survive magma or do some other things would be at least concepually explainable (it's a magic user after all), while allowing them to bypass the majority of basic defenses without making up a nigh-invincible magma-breathing-tunneling-troll-worm (of doomyness) that has no conceptual reasoning behind it, let alone an omniscient space bending warrior (of doomyness). You would still have to patrol your fort near the entrance, along walls and around the moats, but you wouldn't be expected to guard a z-15 exploratory tunnel from the X-men.

tl;dr? teleporter = bad, infiltrator with portable stargate= good.

Pages: 1 ... 189 190 [191] 192 193 ... 207