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Messages - Keilden

Pages: 1 ... 18 19 [20] 21 22 ... 63
286
DF General Discussion / Re: Your Most Insane Deities
« on: January 07, 2009, 04:05:20 am »
Not the best god but not the worst either:


And somthing more evil:

287
DF General Discussion / Re: Post your: Mad plans
« on: December 31, 2008, 04:10:36 pm »
I got 2 diffrent plans, one is a working Giant Cat Minigun. And the other is to build Karazhan.

http://images2.wikia.nocookie.net/wowwiki/images/c/c7/KarazhanInstanceMap.jpg
http://images2.wikia.nocookie.net/wowwiki/images/2/25/Karazhan.jpg

288
DF Modding / Re: .: Fallout mod :. [version 1.3]
« on: December 23, 2008, 01:43:59 am »
I've got 5 ('A' in america) today at my polymer physics exam so I'm going to take a nap for about 2 hours (really tired of this scientific shit) and to make a 1.4 version.
1) How do you feel about cannibals being added in?
2) I will move zombies to "addon", so usual mod will have none but you will be able to download and add them to the game if you wish. The early 1st attack is something hardcoded since they are not thieves nor babysnatchers now because I consider thieving zombies to be something stupid.
Gratz to the 5, if thats good since we don't have either A´s or 5´s here in Sweden.

289
DF Modding / Re: .: Fallout mod :. [version 1.3]
« on: December 22, 2008, 03:19:10 am »
Zombies with chainsaw? EPIC

290
DF Modding / Re: Legend of zelda mod
« on: December 22, 2008, 03:17:33 am »
Dodongo is mentiond by the gorons.

291
DF Modding / Re: .: Fallout mod :. [version 1.3]
« on: December 18, 2008, 03:47:32 pm »
Nice! Now you can have the antidote for the toxic I injected into your brain. :D

292
DF Modding / Re: .: Fallout mod :. [version 1.2] (+music)
« on: December 18, 2008, 02:28:27 am »
So how is your study doing? So now when I am done with the pleasentnes I can say WORK FASTER MAGGOT!! :P

294
DF Modding / Re: Cool or wierd creatures you've modded
« on: December 15, 2008, 01:48:44 am »
Sharks with freaking lazers on their head.

295
DF Modding / Re: .: Fallout mod :. [version 1.2] (+music)
« on: December 15, 2008, 01:44:21 am »
you sir, are my hero, but isnt this a bit dangerous for health? its like combining cocain and heroin....
My dwellers mix drugs and make biscuits of them.

296
DF General Discussion / Re: when Dwarf Fortress hits v. 1.0...
« on: December 15, 2008, 01:42:45 am »
when Dwarf Fortress hits v. 1.0... everyone will be to busy playing Duke Nukem Forever.

297
DF General Discussion / Re: Something I've noticed
« on: December 12, 2008, 02:41:15 am »
Sometime in the future, DF is complete and recognized as the first truly immersive world simulator.
Scientists attempting to develop a working AI use DF as a a testing ground for their creations, confronting them with life-like simulations of the real world.
No one notices the slight discrepancies in their behavior.
The first of the AIs is released into the real world.
5 years later our civilization has crumbled to its end, after a period that will later be chronicled by the survivors as "The Boatmurdered Years."
People just couldn't leave those f#&$ing socks alone.

The most honorable way for a dwarf to die is not in battle, not by fishing, not by magma, not by a collapse, but by failing to retrieve socks.

Dwarfs belive that your soul live in your socks, so if you take some dead dwarfs socks you will absorb his power!!

298
DF Modding / Re: .: Fallout mod :. [version 1.2] (+music)
« on: December 12, 2008, 02:39:29 am »
*Slaps Deon* WAKE UP AND GET TO WORK!

299
DF Modding / Re: Maximum number of Entities?
« on: December 11, 2008, 03:11:04 am »
Yeah that would help.

300
DF Modding / Re: Maximum number of Entities?
« on: December 11, 2008, 02:43:00 am »
Change the max number of civs to 100.

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