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Messages - Neoskel

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226
And i don't mean build in the traditional sense, i mean cast a huge fortress out of ice, like you would with obsidian. Mine and smooth out all the rooms.

If I'm reading this right, this would be nigh-unto impossible.

It would require temperatures that cause water to freeze, which happens (almost?) instantly.  To cast a fortress would require getting it to flow, which requires magma for warm tiles immediately next to it.

So you'd have to build some sort of "reverse radiator" to keep the water warm enough to flow before it freezes in the mold - which would happen the moment it left the warming/holding tank.

I'm not sure you could achieve this, given the tiles needed to hold both the magma and water.  Maybe in 1-tile incriments, and certainly only by constructing the pouring system on the z-level immediately over the mold, deconstructing and re-building the whole thing (requiring emptying it of magma) one z-level higher each time.

Or am I missing some trick here?   :-\

My idea is that you make the mold above the chosen location. About 2 z-levels above the target top level. Magma goes on top of that to keep the water from freezing and then you drop all the water at once. It'll freeze in mid air and then fall to where you want it in a great 'cave-in' of icey doom. It was great fun imagining the tremendous thumps this process would produce.

227
DF Dwarf Mode Discussion / New challenge fort idea: Ice Fortress
« on: May 07, 2009, 02:39:06 pm »
This is the result of my appreciation for glacier sites, and sitting up all night figuring out a way to produce water in such a location.

So here's the idea: Embark on a glacier site, preferably a completely flat area of land ice. Build an entire fortress out of ice. And i don't mean build in the traditional sense, i mean cast a huge fortress out of ice, like you would with obsidian. Mine and smooth out all the rooms. Engrave to taste. Fill in all temporary dwellings/storage areas once finished and move everything into the ice palace.


Requirements: Magma, strangely enough. You'll need it to produce water and keep it liquid until it is where you want it.

Lots of initial building materials for all the scaffolding.

A 'not-too-cold' temperature so that merchants don't die on arriving at your depot. It is also required for your dwarves to accept rooms in the ice fortress.


Bonus points for: Having an aquifer. They're really hard to find in glaciers.

Making all the furniture ('cept beds) out of microcline. Major mucho bonus points for making all the furniture out of clear glass.

Guard polar bears. More points for breeding them and making all your clothes out of polar bear leather/fur (when fur is in).

Bulding giant statues to guard the gates out of ice. Bonus bonus points for casting them out of ice instead.

Smoothing out a 'road' on the glacier leading to the fortress entrance, more for lining it with something made out of ice. Particularly for cast pillars of ice that have been smoothed and engraved.

Having a defensive measure that involves freezing attackers.

Having a defensive measure that involves dropping cast blocks of ice on attackers' heads.

Capturing enemies in cage traps, taking their armor/weapons and freezing them (not in their cage) in a block of ice in a large gallery made specifically for this purpose. Major mucho bonus points if you engrave the resultant pillars and savescum until each pillar has an engraving depicting that particular goblin's death.

Having a Queen rule your civ and having her move to your ice fortress. If she has an ice/cold related name you must be cheating somehow. Please let me know how.  :P

Having something ice/cold related as your local symbol.

228
DF Dwarf Mode Discussion / Re: Swine Flu
« on: May 02, 2009, 12:29:50 am »
The key to Swine Flu, Bird Flu, and SARS is not that they are deadly but that they have the potential to be (Well ok... not in SARS case)

Also statistically speaking I believe there is an epidemic or Pandemic once every 10 years... so they are rather common

The key here is that the media earns money off overblowing everything and people naturally overblow these things to begin with. Hopefully it won't get to SARS level Paranoia where even sane people were wearing masks.

Ps. most illnesses enter your body through your EYEBALLS! Not your mouth.

Yeah, those masks are near useless in preventing yourself from getting infected, they're for sick people to wear to keep from infecting other people. Stupid blighters.



There are warthogs in vanilla DF, so it's not completely accurate to say that there are no pigs in df. Though the distinct lack of wild boar is keenly felt. (Read a bit of Asterix and Obelix as a kid.)

229
DF General Discussion / Re: The NEW Future of the Fortress
« on: April 22, 2009, 12:29:35 am »
Ok then some "demonic Metal" maybe.

You just made me imagine a Spirit of Fire Death Metal band.  :P

230
DF General Discussion / Re: The NEW Future of the Fortress
« on: April 21, 2009, 12:46:21 pm »
Toady just put up a special sub-entity type thing to let underground animalmen have weapons/clothes without having to track each individual as a historical figure and also possibly without having to have settlements. That's actually something i suggested some time back.

WOO!  :D

This paves the way for a similar sub-entity thing for intelligent (semi-)megabeasts. No more titanic nudists, and bronze colossi can get ginormous suits of bronze armor and huge bronze weapons. From what i understand about what he just set up, you can apply it to aboveground creatures without any hitches already, so we can get ogres with clubs and tigermen with spears etc. Awesome.

Edit: Also, ThreeToe's avatar is a capybara. Silly forumgoers.

231
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: April 20, 2009, 09:28:52 pm »
you can kill your own mother in adventure mode

Considering you have no mother?

Yeah, in adventure mode you just kinda spawn out of thin air. Having an actual history before you start playing is intended to be a feature in a future version though.




...Wait, did Yanlin just call bull on someone?

232
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: April 10, 2009, 10:21:07 pm »
About the ancient mules, all wagonpulling/trade creatures in DF are immortal in vanilla. That means mules, horses, donkeys, muskoxen and both kinds of camels. I've heard that this is so that it won't cause problems if a caravan spawns in fortress mode and one or more of their pack animals die of old age.

I've had a muskox die of old age... just a few days ago, actually!

I might be wrong about the muskoxen and camels. I haven't had the files to check myself recently, i'm stuck using a computer which can hardly play videos let alone run df until my computer is fixed.

233
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: April 10, 2009, 05:28:14 pm »
About the ancient mules, all wagonpulling/trade creatures in DF are immortal in vanilla. That means mules, horses, donkeys, muskoxen and both kinds of camels. I've heard that this is so that it won't cause problems if a caravan spawns in fortress mode and one or more of their pack animals die of old age.

234
DF Adventure Mode Discussion / Re: THE RIVER OF DEATH
« on: April 08, 2009, 12:48:11 pm »
They just don't make bears like they used to.

It wasn't killed by the carp, it was killed by a sturgeon.

Sturgeon are bigger than black bears (in game).

You be the judge.

235
I once had a dwarf run infront of a ballista in a tower the exact second it fired, he got skewered kebab style.  ;D
I once "stationed" (repeated lever pulling) a noble in front of a ballista (with a fortification again) and fired. He escaped with only a hand injury. 
What would be really funny is if the hand injury is just a sprain from pulling the lever too much and nothing to do with the ballista bolt.  :P

236
DF General Discussion / Re: Fan art competition!
« on: April 02, 2009, 10:02:39 pm »
HYENA-people are usually Gnolls. HOWEVER, DF kobolds are more Puppyish and "cute"


Love, jakkarra


Fix'd

I have the D&D monster manual, kobolds are lizard-dog-people, and gnolls are hyena people.

Random trivia: the name gnoll first popped up on a typo for D&D troll figurines. When asked what a 'gnoll' was, the creators first made up some stuff about it being a gnome/troll/ghoul hybrid of some sort. Eventually they developed into the hyena people we know today. (Interestingly enough some african tribes have myths about hyena people, not called gnolls of course.)

I'd have to say that the gnoll is the only one of the few D&D original creatures that meshes well with ones based on real mythology. They do WEIRD things with their races/creatures. They also do a good job of screwing up ones based on real mythology/whatever too. Troglodytes as lizards? Eh? The word pretty much means cavemen, as in the leopard skin wearing, club toting variety. As an aside, i think the original D&D kobolds were the dog-like ones and more recently they turned them draconian.

237
DF Gameplay Questions / Re: Dwarven Eating Etiquette?
« on: March 28, 2009, 01:39:58 pm »
It doesn't really matter how swanky you make the dining area, chances are that your dwarves are just gonna eat live rats at those masterpiece tables. Ignoring the real food even.

Dwarves...

238
DF General Discussion / Re: Forum Short Term Memory Loss
« on: March 26, 2009, 07:15:10 pm »
I'd just like to clarify that i wasn't talking about the 'cat bug' at all really. I just deemed it a similar enough happening that the more senior forumers would recognize. Also, by 'lurking' i meant mostly not posting while holding an account.

An example i've come accross is every now and then some well meaning soul, having checked the wiki, comes onto the forum and starts bemoaning the sore lack of drunks to serve as meat shields in adventure mode.

239
DF General Discussion / Forum Short Term Memory Loss
« on: March 25, 2009, 12:27:32 pm »
I've noticed something, lurking on these forums for quite a while.

People keep bringing up the same questions over and over. The people who answer the questions don't know what they're talking about and give wrong information. Things established months ago are forgotten and questioned anew. It's quite tiresome to watch.

Stray cat cancels store item in stockpile: Too injured.

Disgust. Discuss. Examples, solutions, whatever.

240
Or Starve all your dwarfs, so they eat them

Unnecessary. Just trap them and dwarves will happily eat them out of cages/traps.
I never bring cats, i just assign one dwarf to trapping duty and dump all the vermin in a cage near the dining area. Saves me on food too.

I'll try a poem too!

A two-legged rhino lizard...
...
......
........
...chewed on a gizzard?

I give up.  :P

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