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Messages - Neoskel

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586
DF Community Games & Stories / Re: The Plight of the Berserk Milker
« on: September 26, 2008, 11:12:37 am »
Very well written. I enjoyed it thoroughly.  :)

587
Roast this.
<2097157 one-humped camel meat image>

Happened when I was getting some memory errors. (From my computer not DF.) The game crashed soon after. It came with the humans. I couldn't sell them anything because it was way too heavy. I also couldn't buy it because it cost more than 10 million.

That must have been a really huge camel. Like the camel the world was carried on or something. No wonder it crashed, they killed the World Camel!

 :P

588
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: September 26, 2008, 10:58:14 am »
Dunno if it equipped itself from the stockpiles of the fortress, or came equipped (considering the uniformity of each set of socks and shoes I would, however, assume that it came equipped).

No no, civ creatures generate their own equipment. For example if you have miners/woodcutters with no pickaxes/battle axes they'll have the appropriate tools when you abandon and visit as an adventurer.

This leads me to another discovery of mine (a while back actually). When you settle a naked adventurer in a town (of any race) and then visit the town with another adventurer, the first adventurer will receive a set of clothes befitting the race that owns the town. This applies to any species and size of adventurer. So it is possible to kit out a titan or minotaur adventurer. It also applies to kobold caves.

Existing clothes you have might be replaced with civ-appropriate clothes. Equipment (clothes, armor, jewelry) you are wearing might get decorations added to them. Armor also might be upgraded to higher quality levels. I played a lizardman which got a set of iron armor from a goblin (burned him down) and settled in a town, and the helmet changed from 'iron helmet' to '+iron helmet+' among other things.

589
DF Adventure Mode Discussion / Re: My experience playing as a modded Dragon.
« on: September 26, 2008, 10:53:24 am »
I was playing a bronze collosus and jumped down 2 z-levels from a keep, because I didn't want to have to use the stairs. Died instantly.

[SEVERONBREAKS] won't do you any favors.  ;)

590
DF Modding / Re: Making goblins survive world-gen
« on: September 26, 2008, 10:48:43 am »
Dwarves, as we clearly see in Fortress mode, frequently struggle to keep peace within their own communities.  Even if this is not unique to dwarves, they are still smaller than either humans or elves and thus weaker in combat, despite their stocky build.  A major strength to dwarven civs is their access to superior metals (e.g. steel).

Only fortress mode dwarves have trouble keeping peace in their communities. Fortress mode is the exception, not the rule. Also, dwarves are not weaker in combat than humans or elves. Battle trances, which are unique to dwarves, more than make up for their size. A weakness for the dwarves and goblins is that they're limited to mountains.

Also elves and goblins have the advantage of immortality which allows certain individuals to become nigh unstoppable in combat (like that Stozu guy that someone posted about a while ago). Goblins have the advantage of babysnatching to bolster their numbers with other races, which also brings their personal advantages.

Elves have the advantage of being at peace with nature, which allows their adventurers in worldgen to focus on killing (semi)megabeasts.

591
DF Gameplay Questions / Re: Captured named animal - Is it safe to tame ?
« on: September 26, 2008, 01:12:14 am »
It may have been a glitch since the fort in question had run a very long time and migrated through a number of different versions, but I had a situation where my tame cave crocodiles and giant olms were perfectly friendly with my fortress' dwarves but would kill any fortress liason or other "foreign" person they saw. This was actually a major problem because they hung out in the dining hall and other meeting areas, so if my broker was idle they'd head right over there to meet him. At first I had no idea what was going on, I just figured the liasons had become extremely quick to go crazy if no meeting was possible and tried arranging for them to meet and leave as quickly as possible (which coincidentally prevented them from bumping into the secret killers).

Once I figured out what was really going on I discovered that I had no way to solve the problem. The beasts, though tamed and not hostile to my dwarves, didn't show up on the animals list so I couldn't designate them for caging, pitting or butchering. My army would just stand there and watch in amusement as fortress liasons were torn to shreds in front of them. Finally, I just dug up Tweak and used it to hurt the creatures to death.

Did you manage to get the dungeonmaster killed? It could have been because they're [PET_EXOTIC] and when you lost the dungeonmaster they didn't count as pets anymore. I think the same thing happens with [PET_EXOTIC] animals you get from the elves.

592
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: September 26, 2008, 12:54:11 am »
A Camel that I encountered deep with my adventurer in one of my abandoned fortresses (probably left over from some traders) wearing a full set of clothes ;D
(and I mean everything a normal person (human or elf, s they were of large size) would wear, socks and shoes on each of the 4 legs, a skirt (it was a female camel after all ;D ) loincloth, dress and so on. The best thing it wore was a camel leather coat ;D

...

Wut?

That's a bug right there, you should report it. Since all animals (that have a max age?) die upon abandon it can't have been yours. Also, camels don't (shouldn't) have [EQUIPS] so they shouldn't be wearing clothes anyways. Did you do any modding?

593
DF Modding / Re: A Halloween modding competition
« on: September 26, 2008, 12:41:03 am »
Alrighty then, i give you the attercop:

Spoiler (click to show/hide)

And the body raws:

Spoiler (click to show/hide)

Here's a picture of one for reference (drawn for a completely unrelated project):
Spoiler (click to show/hide)

It was originally designed to prey on smaller critters, but i turned it into a large predator for this. I tested it by playing as an 'adventurer' by instantly abandoning a "Play Now!" fortress. They're fairly dangerous to unarmed dwarves, but armed dwarves can kill them pretty easily. I managed to kill a fisherdwarf and jeweler, but an unarmed woodworker managed to kill the first one i tried. Second one killed the woodworker but it and all the ones following got owned by the woodcutter. They have [AMBUSHPREDATOR] so they might be more dangerous as non-controlled critters.

594
DF Dwarf Mode Discussion / Re: Blizzard Man vs. Giant Cave Spider
« on: September 25, 2008, 09:20:22 pm »
Ok. Dragon vs. Hydra, who would win?

595
DF General Discussion / Re: Spartan Fortress
« on: September 25, 2008, 08:46:47 pm »
Wow, that's a pretty good coincidence there. I say roll with it.

Just think, you'll never have soldiers using baby shields or giving birth on the battlefield.

596
To lighten everyone up, here is some video of my dwarven recruits sparring in the barracks.  Their wrestling is coming along quite well I think.

Spoiler (click to show/hide)

Dude, you freakin' shaved your dwarves?! Now that's evil.

On topic, pop caps and the use thereof are entirely up to choice. What i'm sick of is when someone asks for help controlling their population growth, someone suggests changing the pop cap, the solution requester states that he doesn't want to do that and then you have people calling him stupid instead of trying to help with the conditions set forth. It's totally the individual's decision.

I read the OP as more of a challenge than trying to force people to do things the same way.

I bet this wouldn't be as much of an issue if Pie didn't have such a disgusting avatar.

597
DF Dwarf Mode Discussion / Re: Forest Fire!
« on: September 25, 2008, 08:34:34 pm »
Trees don't burn currently (it's a bit of a bug), so it's a grass fire you guys are talking about. Those things exist in real life, as you'd know if you live in a hot, dry area.

598
DF Suggestions / Re: For the future - Moving structures
« on: September 25, 2008, 08:30:51 pm »
Or maybe some sort of mobile container that can hold several stones... There must be a way to utilize the wheel, somehow.

That would have to be more like a single tile dwarf-powered wagon than a large moving construction, which is what this thread is discussing.

I do agree that we need things like mine carts and wheelbarrows to make hauling stuff better.

599
Wait, if you're bandits shouldn't you be robbing the caravans instead of trading with them?

600
DF Modding / Re: so...CIV_CONTROLLABLE
« on: September 25, 2008, 08:17:51 pm »
Humans are actually petty usable with only [CIV_CONTROLLABLE] tacked on. Just remember to set all woodcutters to have 2 weapons in their soldiery/hunting equipment options since they'll most likely try to use great axes or halberds (which really need to use polearm skill instead of axe skill...).

Same deal for your military guys if you want to use any 2-handed weapons.

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