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Messages - snelg

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631
DF Suggestions / Re: Adventure Mode -- Town Integration
« on: July 03, 2008, 02:58:20 pm »
Don't forget baby-snatching!

632
DF Suggestions / Re: Goblin Sieges
« on: July 01, 2008, 07:44:09 am »
Maybe goblins (or others) could use ropes to get down z-level cliffs. Maybe even using them to climb up a lower cliff.

633
DF Suggestions / Re: Digging/Tunneling enemies
« on: June 30, 2008, 08:45:50 am »
It'd be nice if goblins had more varying skill levels and equipment levels, since the current exchange rate is on the order of 10 goblins for each dwarf for a player who doesn't know much about the military.
Well, after the army arc is done the siegers should be taken from the actual enemy civ if I recall. This should give some more interresting enemies I think, and wasn't the caravan arc about introducing a world were most items also come from somewhere? Maybe that'd give them some more varying equipment too.  :D

634
DF General Discussion / Re: Famous Last lines
« on: June 27, 2008, 08:19:38 am »
"Ooo, I've got my own lever in my bedroom. And noone else is allowed to touch it. I knew those crystal glass mandates would put some fear into the few dwarves that were not hammered for it.
...What's with this floodgate here by the way?"

635
I hope goblins will (if they have access) use the tunnels for a siege or two.  :D

636
DF General Discussion / Re: The meaning of seige.
« on: June 26, 2008, 08:21:46 am »
Sounds neat, but it would be one hell to build it up again, and then the next siege would just do the same.  :-\
That is, if you didn't take necessary precautions!  :D

637
DF General Discussion / Re: The meaning of seige.
« on: June 26, 2008, 08:09:14 am »
By the way, maybe the magic arc could add some new stuff to sieges too. I'm not really sure what, but there have got to be something.

It's hard to come up with something to make sieges harder without making them too hard for forts that don't have a great number of traps or a moat. Like people already stated the dwarves have nearly perfect defense with only the caravans (trade) being vulnerable. Which might be fixed with the tunnels...

Then again, Tunnels might be a way in for seigers too... And the many chasms they seem to cross could maybe lead to other things lurking down in them.  :D

edit: Roarsilver looks really neat! I'm always trying to keep to a few z-levels because I wan't to see it all but I like the look of this one very much, and that's a deep moat you've got there.  ;D

638
DF Dwarf Mode Discussion / Re: Roughest Start
« on: June 25, 2008, 10:57:10 am »
Rough starts are more fun.

I started on an evil piece of coastline and started to burrow into the cliffs.  The only alarming wildlife I saw to begin with was a giant leopard on the hills above the cliff, so everything looked pretty good.  Then, just as I was starting to carve out the first bedrooms and manufacture the beds, a dozen zombie tuna beached themselves in the next bay along.

Zombie tuna?  I guess I'm safe, because they're fish, and they're now stuck on the beach, right?

Nope, zombie tuna can apparently walk.  And they run faster than a dwarf.  They immediately bit the head off my experienced marksdwarf that I brought along as a bodyguard, then chased down both of my miners, killing them far away from the fortress entrance.

I had already called the survivors inside at this point, and the tuna had become more interested in ripping my mule apart, but the food supplies were still outside on the beach.  So the guys are now trapped in a tiny cave with no food, no equipment and deadly wildlife outside.

I abandoned at that point, which with hindsight was a shame, as I thought of some interesting solutions afterwards (mostly involving live bait).
This sounds exactly like my first try on a beach fortress... The tuna and all. It was over in five minutes... The only difference is that my two miners were the ones inside the little cave behind a wall with nothing but their picks and beards.  :D

639
DF Gameplay Questions / Re: Is all leather equal?
« on: June 25, 2008, 10:28:45 am »
Now, I might be wrong on this but the only difference I've noticed with leather (and other stuff like bones and skulls) are that some animals are worth more than others. As far as I can tell, it's only the price that differs. Though it would make a lot of sense if some types were better used as armor than others (like with metals). Hmmm... do the damblock of the creature it comes from affect it?

640
DF Gameplay Questions / Re: Underwater Fortress
« on: June 25, 2008, 10:22:45 am »
Solidifying magma or water are about the only way to build downwards. You could always drop a dwarf and some material into a pit off a bridge and make him build up though. If it's a deep pit it may take a few tries until you get a survivor. I wonder if water actually cushions a long fall. I think I have tonights experiment picked out already.

AWDBall
[/quote]
I'll have to do with magma then... there's water (an ocean) below. too bad I'll have to build something for my dwarves to walk out there (and get the magma to flow) from the beach since the lowest point of the fort is one z-level above that...   :-[

641
DF Gameplay Questions / Re: Underwater Fortress
« on: June 25, 2008, 07:01:30 am »
What I did was pump out enough water so I could build a shaft to the ocean floor, then dig a small vault there. Even that was incredibly time consuming. I can't imagine the patience of anyone who can build a whole city underwater.
I'd love to know how to BUILD downwards... I can't seem to do that was trying to find a solution for about half an hour to find a solution and am now thinking about building a channel for magma out in the ocean and dropping it in there.  :-\

642
DF Bug Reports / Re: Merchants dropping goods
« on: June 23, 2008, 10:24:53 am »
I had a problem building a fort by an ocean, on the beach. The merchants would appear, and buy all my stona crafts and then go out and throw them of at the beach. So I had trouble getting rid of them.

The reason why they did so seems to be that when a wagon is hit by the waves it dissapears, leaving only the goods it carried. That fort was drwoning in stone crafts (and all the things the traders brought)...  ;D

643
DF Suggestions / Re: Nursery
« on: June 23, 2008, 10:13:10 am »
With a HIGH ENOUGH fence they wouldn't be able to fly out, even if they had wings. =D
If that doesn't sound too tempting, maybe a roof would do for them.

644
DF Suggestions / Re: Top 10 suggestions
« on: June 23, 2008, 10:02:40 am »
Mass dump designation (and melt/hide) is in for next time, as well as rectangular mass construction placement (not mouse).
The next update is just getting more and more awesome!
Does this mean you could build a bridge-like thing out in the air without having to build one floor at the time before doing the next one?

645
DF Modding / Re: There should be a Nuckalavee
« on: June 22, 2008, 12:14:27 pm »
Oh, this reminds me of... http://www.thebardstale.com/music.htm

#12The Tale of the Nuckelavee

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