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Messages - NinjaE8825

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121
DF Gameplay Questions / Re: [SPOILERS] Living in... Fun Fortress
« on: April 28, 2010, 10:09:39 am »
The passages are not infinite. Eventually, they open up into the black, pitted stone desert of Hell.

122
DF Dwarf Mode Discussion / Re: Urist McDante's Inferno
« on: April 23, 2010, 05:42:21 am »
Actually, for nobles making unreasonable demands, I figure they're given a pick and told that they're fair game for demons until they're done, but they're free to dig themselves out
Of hell.
And we all know what Dwarf Hell's made of. :D

123
DF Suggestions / Re: Various philosopher suggestions
« on: April 23, 2010, 05:11:48 am »
I can't help but think that the philosopher's philosophical movement should be codified as a set of ETHICS tags.
As for dwarven divination, I imagine that, aside from stuff like entrails and palms, they could just sit in the deepest, darkest place they can find beneath the fortress and listen.

124
DF General Discussion / Re: What happened to ratmen?
« on: April 23, 2010, 04:53:13 am »
So, now that footkerchief's posted the real reason, it's time for the joking reasons.

They were all eaten by serpentmen.

They all got rounded up by GW lawyers.

They were all eaten by tigermen.

They're still there, hiding... Waiting. PLOTTING.

They were all eaten by elves.

125
DF Adventure Mode Discussion / Re: Two-Handed weapons
« on: April 22, 2010, 03:51:01 pm »
Make sure you have nothing in your other hand.
That's it. Just remember to P ut anything you pick up away.

126
DF Suggestions / Re: New building/hospital extension: Insane asylum
« on: April 22, 2010, 01:06:31 pm »
Being able to cure failed mood dwarves might be interesting too. Instead of a chance of just up and being cured, give them a chance of repeating their failed mood every so often in treatment. A second failure results in worsening crazy with no turning back, but succeeding the second time leads them down the road to recovery.

The idea is gone. It should stay gone, otherwise they become a dime a dozen and dwarves are just flipping shit over nothing.
And I think this is important to show how critical the idea of an artifact is to a dwarf. They literally lose their will to live if they fail. Making this curable seems to take away much of the significance of a mood to my mind. This is entirely a matter of preference, but I'd prefer that a dwarf who failed a mood stay damaged if not dead.
Maybe have the dwarf barred from ever crafting anything ever again? (at the very least, a permanent and extreme phobia for the crafts they were going to have become legendary in.)
Except in the case of possessions, where the possessing spirit just goes nuts and tries to burn out the poor host dwarf's entire personality. Those can be cured completely, in rare, particularly strong-willed cases. Of course in most, the best you can hope for is permanent amnesia (including really basic stuff, like walking or feeding themselves) and extreme personality changes.

127
DF Adventure Mode Discussion / Re: World interaction
« on: April 22, 2010, 11:14:11 am »
Guys, you're missing the most important part: CRAFTS.
JEWEL-ENCRUSTED DRAGON BONE CROWN? INFLAMMABLE DRAGONSKIN CLOAK? DECORATING YOUR SHIELD WITH THE BONES OF YOUR FORMER ENEMIES THAT ARE NOW VERY DEAD? COOKING AND EATING THEIR HEARTS?
VERY YES.
Also, you'll be able to make your own ammo.

128
DF Suggestions / Re: Elven Tree Counts
« on: April 22, 2010, 10:21:17 am »
Actually, since Elves have [KILL_PLANT:UNTHINKABLE], they should probably care about giant mushrooms, too.
Which leads on to my point, which is that this probably won't see any change until non-legends mode ethics are implemented (which, in turn, will probably make good relations with any other civ really complicated, knowing the average DF player).

129
DF General Discussion / Re: How trustworthy is your dwarfs beard?
« on: April 19, 2010, 09:32:08 am »
Mm, high end unsavory (twirly moustache+soul patch), I'd say, unless you wear white. Then it can pass for a Colonel Sanders, which is neutral

130
DF Adventure Mode Discussion / Re: Stopping bleeding
« on: April 19, 2010, 07:32:13 am »
It's certainly possible that that's how it's modeled, since we've got relsize for all limbs and all.

131
DF Adventure Mode Discussion / Adventurer portrait service
« on: April 19, 2010, 07:24:00 am »


So anyway, after drawing these two adventurers of my own, I thought "Hey, this is actually pretty damn fun!"
So, post your adventurer descriptions and I'll draw 'em!

132
DF Adventure Mode Discussion / Re: Should adventurers be nerfed?
« on: April 19, 2010, 07:06:46 am »

Taking out a whole group of people should be nigh impossible. As is, I can waltz through human towns murdering people and no one can actually hurt me much. I got an arrow that nicked my arm, but that's it.
Taking out a whole group of less-armed, less-armoured and less-trained people should be somewhat difficult, and not because they can just kill you through your armour, but because six of them can hold you down while a seventh gets your helmet off and slits your throat. (aka the only thing that's wrong is how everybody just rushes you)
Even so, Theseus or Odysseus or Hector could've beaten 'em, and that's who adventurers are when they use all their starting points.

133
DF Modding / Re: The Male and Female tags and romance.
« on: April 19, 2010, 06:10:26 am »
Guess it's not doable, then. Oh well.

134
DF Modding / The Male and Female tags and romance.
« on: April 19, 2010, 05:44:28 am »
So, I was thinking about how to mod in homosexual dwarves using castes, and I'm wondering how, exactly, the MALE and FEMALE tags work wrt dwarves having relationships, getting married and pronouns.
That last one is especially intriguing because I noticed that with ant-men, although only the queens and drones have gender tags, the workers and such are still referred to with female pronouns. I'm not seeing any tag that would do this... ???

135
Actually, alt+direction doesn't work.

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