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Messages - Neoskel

Pages: 1 ... 39 40 [41] 42 43 ... 119
601
DF Suggestions / Re: Exotic War Beasts!
« on: September 25, 2008, 03:37:26 pm »
How about a cannon that fires bears?

There's something like that coming out in Red Alert 3.

602
DF Suggestions / Re: For the future - Moving structures
« on: September 25, 2008, 03:36:19 pm »
You know what else would be cool? Stockpiles which you can move where you need them without having to have any dwarves haul. Building a huge wall? Roll over the stone stockpile, on wheels or rails. The stockpile run empty? Send it back to the mines and load it up again.

603
DF Suggestions / Re: Suggestion: Bone Soup
« on: September 25, 2008, 03:34:13 pm »
Why not just making bone meal at a millstone or quern? There's already bone meal in the game, you just can't make any yet.

604
DF Dwarf Mode Discussion / Re: What is the player in DF?
« on: September 25, 2008, 03:19:54 pm »
Will of the community sounds good, or you could say "overmind."

Awaken my child and embrace the glory that is your birthright. Know that i am the Overmind; the eternal will of the Swarm and that you have been created to serve me.


Sorry, had to.  :P

I like the 'will of the community' one and the 'more ambitious artifact spirit' explanations. Who's to say it can't be a touch of both? The will of the community possessing the dwarves directly.

605
DF Suggestions / Re: For the future - Moving structures
« on: September 25, 2008, 05:33:11 am »
You know, with a little ingenuity moving structure could be used to make transforming fortresses... (more than meets the eye..)

You could build a random dungeon where the rooms move around and connect in different ways randomly. You could make huge elevators and 'trains'. And that's just the stuff you could do with rails.

606
DF Gameplay Questions / Re: Incoming! Get down?
« on: September 25, 2008, 05:28:11 am »
Yup, laying down is a good way to doge missiles, at long range that is. I've had no problem braining prone enemies with rocks from 2/3 tiles away.

607
DF Suggestions / Re: Dwarves getting sick of plump helmets
« on: September 25, 2008, 05:09:13 am »
It's bad enough roasts made entirely of syrup exist and somehow aren't disgusting, let alone the fact prepared meals are stored on the floor thanks to stacking being broken (prepared meals in barrels don't really make sense either) and never even spoil.

That behavior is because barrels can only store 10 items (bags count as one item, even when filled). If/when the prepared meal stacks become 10 or less and you have spare barrels, your dwarves will stuff them into a barrel. Problem is, prepared meals tend to come in really big stacks especially the syrupy kind.

Heh, i just realized that the two best ingredients for making lots of valuable prepared meals are a type of sugar and a type of spice... The 'everything nice' is probably rats though.  :P

608
DF Gameplay Questions / Re: Captured named animal - Is it safe to tame ?
« on: September 25, 2008, 05:05:19 am »
Often enough they get named for killing other animals.
When I have fortresses near chasms there are usually lots of named animals after a while without a single dwarf having been killed by them

I'm pretty sure animals don't get names from killing animals. All semi-intelligent chasm creatures (trolls, animalmen) will get names after a while of being on the same map as the dwarf fortress.

Also, i think it's highly unlikely that the fox killed a camel seeing as wildlife are a big happy family right now.

Heres some speculation: In worldgen critters can get names by fighting with adventurers and one of the parties running away. Maybe it surprised a kobold or something.

609
DF Dwarf Mode Discussion / Re: Just Caught A Giant Cave Spider
« on: September 25, 2008, 04:57:39 am »
http://i69.photobucket.com/albums/i47/mistermustafarandi/random%20DF/SpiderTired.png

I'll just leave this here.
:o

Were all those dwarves killed fighting the spider, trying to get it into the chamber or sealing it off?

Actually i think they were 'executed' via GCS. Notice they're all light gray, which suggests they were recruits at time of death.

610
DF Adventure Mode Discussion / Re: Traveling underground - seriously?
« on: September 25, 2008, 04:54:25 am »
Every version since world gen.... what about 2d versions?

Um, setting height and width of the map doesn't count as 'worldgen'. I meant since custom worldgen, not the 'standard' df automated world generation that makes the game so very interesting.

611
DF Adventure Mode Discussion / Re: How to deal with adventurer mode spam?
« on: September 25, 2008, 04:53:22 am »
The only way to deal with adventure mode combat message spam is to deal with it. As in mentally and psychologically.  ;)

612
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: September 25, 2008, 04:52:18 am »
A clerk i met in adventure mode was arund since world gen

Profound. Would be slightly more so if worldgen always went all the way to year 1050 like it used to.  :P

613
DF Suggestions / Re: For the future - Moving structures
« on: September 25, 2008, 01:00:04 am »
I still stand by magic being the only way to move an entire fortress like that.

With spider legs as i'm sure a good number of us are visualizing. Or just with bipedal legs like in Tengen Toppa Gurren Lagann.

614
DF Suggestions / Re: Skull Totems as Statues
« on: September 25, 2008, 12:57:57 am »
Placing other items as decoration is nice, but I've been dying to put skulls up on stakes outside my fortress forever, and this comes pretty close.

What if you build an upright spear/spike, dumped the goblin corpse on top of it when it's lowered, raised it and after it rots dump the stack of bones? Would that work?

Wish there was a way to remove the mechanisms built into them though...

615
One of the war gods killed a kobold by the west gate today.

Was it Ares or Mars? Or a different pantheon altogether?  ;)

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