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Messages - Porpoisepower

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376
DF Suggestions / Re: New use for Zinc and Aluminum and Spider Silk
« on: April 28, 2009, 10:47:33 am »
As someone who enjoys making/dressing up in armor, and recreating Medieval combat (Active SCA member)  let me offer some insight on Armor construction.

Woven Silk/Adamantium would probably be able to protect from being skewered or cut in half. You will still end up with your head caved in, from a solid blow to the head.  Even if your attacker is using a sword a good blow to your abdomen, can break a rib, rupture your kidneys, and all other sorts of fun stuff. Solution? 

First off you'll need some good rigid steel in over your sensitive bits. (artifact steel cod pieces anyone?)
In addition to protecting with stiffness, being very heavy is important to absorbing shocks (in the SCA, helms need to be steel, as titanium, although stronger isn't heavy enough to protect against concussions).

You also need padding, layering closed and opencell materials, helps cut down on energy transfers through the materials. The energy of a significant hit can still bruise(or worse) internal organs, even if you have plenty of steel between your fleshy bits and your foes great maul.

377
DF Dwarf Mode Discussion / Re: Gross!
« on: April 24, 2009, 03:23:46 pm »
I've never noticed order in the list to have anything to do with when item's were brought to or created at the shop.

378
DF Dwarf Mode Discussion / Re: Dwarves don't poop
« on: April 24, 2009, 02:27:30 pm »
According to the dev logs, Dwarves will shortly start grooming themselves and cleaning... So modding in legenday digestive prowess may infact become possible to those who wish

379
DF Dwarf Mode Discussion / Re: Gross!
« on: April 24, 2009, 02:24:17 pm »
Did anyone else approach the tannery? maybe the chunks were left there from a previous job, and the "tsk" was just being disposed of.  I've seen plenty of materials show up at workshops with [tsk] that were not used in construction.

380
DF Dwarf Mode Discussion / Re: In the running for lamest artifact
« on: April 24, 2009, 02:21:20 pm »
# 3 was a posession induced copper cage that menaces with spikes of...cloth.  Ooh, poky!  Worth about 3k. i have it on display in the statue garden.

I wonder if any one has ever gotten a artifact olivine statue of a frog, that menaces with spikes of olivine.

That would be awesome. It would look like Kermit.

381
DF Dwarf Mode Discussion / Re: Help I Have Too Many Crafts
« on: April 15, 2009, 04:01:38 pm »
Did you modify the SOF and TD to be war trainable?

Spoiler (click to show/hide)

382
 :o  :o  :o

woah

383
DF Dwarf Mode Discussion / Re: I have begun!
« on: April 13, 2009, 03:02:38 pm »
1. Build Giant Tank supported by a column.(52x52x32 including roof walls and floor.)

2. Fill tank via tower and bridge.

3. Link lever to the column...

4. deturmine ETA (Estimated Time of Armegeddon)

5. ETA = now

6. Pull the layer.

7. Watch your computer implode trying to calculate magma bomb displacing 525000 units of magma (50*50*30*7) instantly splash onto the world destroying everything in site.

8.  ???

9. Profit!

384
DF General Discussion / Re: Happy Birthday, dear Toady!
« on: April 08, 2009, 11:19:45 pm »
Happy Happy! Joy Joy!

speaking of weird cat breeds anyone heard of a polydactyl?  Apparently Hemmingway liked to release them into the wild.  My mom had one that had six toes on one paw and five on it's others... it has some freaky feather like growths in it fur :o

385
DF Dwarf Mode Discussion / Re: Major Rivers
« on: April 08, 2009, 08:50:53 am »
I wish I had the seed still, but I once had a site that was at the intersection of 2 major rivers... each one was atleast 30 tiles wide, and there was a natural waterfall. My fortress was on a cliff 5-6 z-levels above where the cliffs met. Unfortunately the area was populated by 7 pages of hippos, a couple pages of carp and tigerfish.

I had 40 fps on embark, I've never had to abandon due to fps so quickly before. There was also a huge amount of trees.  I ended up digging a long tunnel between the map edge and my trade depot, to avoid hippos and cut down on tree issues.  It was an awesome site, I wish I could regenerate it.  5 minutes after embarking, the brook that lead to the waterfall was almost completely red... I've never seen so much blood on my screen, nothing showed up as dead though. It was pretty freaky.

386
DF Dwarf Mode Discussion / yay caves!
« on: April 07, 2009, 05:05:44 pm »
So once I had a fort with a nifty cave exposed to the world a short distance from my fortress entrance.  The was a cyclops and other fun somethings in it, I hadn't ventured into it yet, and everything was well.

Then I was sieged.  Without an army yet...(don't ask I'm not sure how that happened it was a few forts ago)

By chance, the goblins decided to invade the cave prior to destroying my fort.  This turned out to be a mistake as the cyclops decimated the entire Siege.

Great right?

Wrong.

Every dwarf not allready occupied dashed into the cave to recover the fallen bodies.
The Cyclops was okay with this.  The 10-20 odd trolls were not. It took only a few minutes for the dwarf bodies to outnumber the goblin bodies. The rest is pretty predictable.

387
DF Dwarf Mode Discussion / Re: The dwarven diet
« on: April 07, 2009, 01:13:31 pm »
Turtles for the first year, then mainly cooked meat with the odd turtle here to maintain my bone and shell supply. Remember: real men dwarfs mod plump helmets into uselessness!

You mean I shouldn't mod plump helmets to produce bones, shell, and fat?

388
DF Dwarf Mode Discussion / Re: The dwarven diet
« on: April 07, 2009, 11:48:23 am »
You guys all cook your tallow? I find it a pretty scarce resource for soap...

Spoiler (click to show/hide)

Since, at the moment, soap is useless(unless making a 10z level high castle out of kitten tallow soap), I'm more than happy to make tallow biscuits.

389
DF Gameplay Questions / Re: Caveins of constructed walls.
« on: April 06, 2009, 03:33:30 pm »
Can the Wall be part of a larger structure?  I think somebody observed that if they mined an entire z-level out, any levels above the crunch level survived whole and intact.

It is the inspiration for my Dwarven Magma Probe idea.

390
DF Dwarf Mode Discussion / Re: Goblin Ambushes
« on: April 06, 2009, 03:28:51 pm »
Dude!!!
If you remove babysnatcher, and give the gobbos [CAN_CIV] and [CAN_LEARN] instead of [INTELLIGENT], they should only siege. However, they will siege you as early as when they would start babysnatching. This will require a world regen.

Does this mean if we mod in Babysnatching our Civilizations could have kidnapped Goblins migrate in?  Could there be kidnapped cannabil Elven Wrestlers to skare the crap out of humans?

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