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Messages - Duke 2.0

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16111
DF Dwarf Mode Discussion / Re: Overpowered Creature
« on: May 24, 2008, 08:43:00 am »
I would suggest keeping away from the Raw's for a little bit. You never know when you horribly mess up your dwarves.

Urist: What the hell? Three arms? Five eyes!? NO BEARD!? *Starts to foam at the mouth, because of the sudden addition of a proboscis.*

And then you change their birth-rate to litter sizes of 100.


16112
DF Dwarf Mode Discussion / Re: Overpowered Creature
« on: May 13, 2008, 09:46:00 am »
Could you post it's code? Just so we can point out where you got it wrong.

Terribly, TERRIBLY wrong.

Although if you tamed/cadged one, it could be a useful defense.


16113
DF Dwarf Mode Discussion / Re: How to build a pit trap...
« on: May 13, 2008, 09:17:00 am »
Well, one design I had would reduce the 3 tile wide path to my fortress to a one tile wide walkway over some pits, with many weak blunt weapon traps. The traps each have a chance of knocking the creature over with no real danger of killing them, preventing clogged traps. The creatures then are in a holding room, so I can do whatever I want with them.

Atom smasher, flood, megabeast release, whatever.


16114
Make a spaceship-shaped object from the metal, suspended in the air by a few pillars. Make a community fortress where the dwarves are theoretically in space.

Thats what I would do.

And Iron isn't too bad when it comes to weapons and armor.


16115
I wonder what would happen if you locked two dwarves together that had a grudge.

Kogan McMayor: Now to open the doo-Holy moley! What is that smell!?
Urist McButcher: Uhh, dwarf-leather hat?
Kogan McMayor: You had a fey mood in there?
Urist McButcher: Yeah... Fey mood...

Really, you could probably kill anybody you want in a fortress as long as you start acting strange and make something from the corpse.


16116
DF Dwarf Mode Discussion / Re: Making sand with Tweak
« on: May 12, 2008, 03:58:00 pm »
1. Find a soil layer type with sand in the name to make it sound less cheaty.
2. Go into the file for soil layers and add the [SOIL_SAND] tag to that soil layer.
3. Set a sand collection zone over the newly-created sand layer.

As for individual tiles of sand, I dunno. This is the easiest way.

[ May 12, 2008: Message edited by: Duke 2.0 ]


16117
DF Dwarf Mode Discussion / Re: Weapon traps--number of weapons
« on: May 12, 2008, 04:06:00 pm »
But then what will my bowdwarves practice with?

And ain't crazy theories what fortress design is all about?


16118
DF Dwarf Mode Discussion / Re: Weapon traps--number of weapons
« on: May 12, 2008, 03:40:00 pm »
Well, it depends on what you put in the traps and what purpose they serve.

For example, I want gobbos to be pushed into a pit that houses several tamed megabeasts. That or an atom-smasher. So with the flick of a switch the 3-tile wide hall turns into a one-tile wide walkway with many singular mace traps.

Really, nice things can be done with weapon traps.

Or a theory of mine: A trap that almost never gets clogged. Rig up a trap with a buncha weak pierce-style weapons, and wait for something to trigger it. At least one internal organ should be damaged, causing the thing that triggered the trap to die soon. Not when the trap is triggered, but soon after, several tiles way.
At least in theory.


16119
DF Dwarf Mode Discussion / Re: Impossible starting locations
« on: May 12, 2008, 08:07:00 am »
quote:
Originally posted by Sukasa:
<STRONG>

You mean can't?</STRONG>


Dwarven Bureaucracy.

King: I declare that no dwarf shall settle in a land where they cannot access trees to piss-off elves.
Metropolis Manager: Actually, this is one of your better drunken-ideas.
King: Damn right! Now get me some adamantine thongs!


16120
DF Dwarf Mode Discussion / Re: Impossible starting locations
« on: May 11, 2008, 04:19:00 pm »
More evidence for the "Airdrop" wagon spawning theory.

In the dwarven main city, there is a giant catapult with wagons attached to parachutes. Thus how they dwarves can land in stupid locations and why there are never any wheels.


16121
DF Dwarf Mode Discussion / Re: Scenarios
« on: May 10, 2008, 06:47:00 pm »
To people saying we should make our own scenarios:

With sandbox games, often players can't really imagine goals. They make a few, but then fall short of greatness. This would help them think of new goals.

That and play with a fortress in a different design than they are used to.


16122
Adamantine often boosts a forts value even though you have yet to reach it.

And animals can start crazy stuff. One map I tried had fiveteen-freakin-pages of skeletal carp, hippo and other nasties. AND a waterfall was somehow causing half the map to flood.

After the brutal ending I was thinking of seeing how far the waterfall could flood the map. Lo and behold, reclaim party with a large amount of dwarves.

It was still a massacre.


16123
DF Dwarf Mode Discussion / Re: favorite messages
« on: May 10, 2008, 06:51:00 pm »
Bob McHuman cancels drink: unconscious.

Damn, and I thought Dwarves were a bunch of drunks.


16124
Lets just say that wood furniture are worth the same as stone ones.

No bonus for multiple z-levels?


16125
It really depends which you want more. Bones or meat

I hear flinging animals reduces the meat output, but increases the bone output. Thus if you want more bones that the last goblin attack could provide, resort to giant flinging tower.

Great for everything from goblins to kittens.


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