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Messages - Cheshire Cat

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376
i hope i havent jumped the gun ahead of mc dirty, but i sent warlord a short pm drawing his attention to this thread. im impatient to move past people who may no longer have the time available to contribute, as most people put their names on the list ages ago. and that was a really fast turn there qloos, nice going.

377
DF Adventure Mode Discussion / Re: Your training regimen
« on: February 24, 2009, 01:22:41 am »
oh i love creative mispellings. costumer, as in he makes costumes? this puts the image in my head of the costumer customer wearing really elaborate and amazing clothes with a huge peaked collar, with a little hanging rack of wares sticking out of each shoulder, and talking in a really snobbish way about the defacement of currency.

378
Creative Projects / Re: I Am Drawing Stuff
« on: February 24, 2009, 01:14:17 am »
hahaha, this is awesome.

can i be a wisecracking random hallicinatory cheshire cat that appears to dispense totally reduntant advice whenever someone gets hit on the head? no hard feelings if not, way too many people want a cameo as it is. this is going to be interesting.

379
DF Dwarf Mode Discussion / Re: Your best engravings
« on: February 24, 2009, 12:13:46 am »
just when you think df had it all it springs something new on you. i didnt know that you could get engravings from falling ceilings, or that the game even recorded that kind of death. neat.

several versions ago i used to make reloadable multi shot collapsing floor traps in my entranceway and mash goblins and once a caravan by accident. odd that none of my dwarves ever engraved that.

380
DF Suggestions / Re: Gigantic turtles
« on: February 22, 2009, 09:54:37 pm »
wouldnt pitchblende be associated with a god of corruption? last i checked it wasnt exactly a nice natural elf friendly growth promotion agent. i cant exactly see people seeding their garden with the stuff to get bigger vegetables.

fiction surrounding that sort of thing demands that instead of extra large coach sized pumpkins you end up with festering oozing carnivorous plants of doom.

i dont think giant turtles or really giant anything springing from radiation exposure is that good an idea for a fantasy based game like DF, it would be emulating the 50s giant pissed of insect line, which is pretty far from the medievil setting we are dealing with. still doesnt mean you cant have odd glowing plants and strange magical type things happening around radioactive ores, just so long as it stays original and true to DF, without the giant monster shadow of the cold war nuclear age theme.

381
DF Dwarf Mode Discussion / Re: So, dragons can swim through lava
« on: February 22, 2009, 09:44:13 pm »
on the wiki it says toady has plans to eventaully have dragons flying, strafing dwarves on the ground with their fiery breath, and picking your soldiers up and dropping them from great heights.

im guessing someone sourced it from an interview of his or something, but i hope that stuff gets in sometime. as i said before, my dragons are allways a dissapointment.

382
DF Dwarf Mode Discussion / Re: Amusing super weapons
« on: February 22, 2009, 09:38:42 pm »
that lignite in an iron bin thread is awesome, and seems like its going to open a whole new world of interesting things to do. i like the floodgate blast furnace idea. you could wall up your entrance way with floodgates and just open them to fry anything coming or going that you want dead. bonus is it burns up all that annoying narrow clothing the goblins drop everywhere and just leaves you with the iron.

perfect migrant killer, and perfect again for disposing of caravans. wagons are highly flamable.

also, legolord, the slapping someone over twilight is just the tip of the iceburg. in the twilightsucks forum someone linked earlier, there were people hitting each other with baseball bats, threatening people with flick knives, an artist was hit repeatedly on the head with a chair by a fangirl because he said he wasnt so fond of the way twilight portrayed vampires but he was happy to draw the characters anyway, and at the far end of crazy some primary school girls tried to down another in a toilet, some other girls ambushed the twilight hater they had targeted and broke her arm.

at the super extreme mega crazy end a girl in a chemistry class threw a beaker full of acid in someones face, and a 14 year old girl shot someone with a signal flare from her fathers fishing boat, causing burns and serious damage to the victims arm, and a charge of attempted murder. some of those cases involved people with mental illness, but a frightening number did not. twilight fans are very scary. also, the crazyness was not restricted to just fangirls, there were some very creepy guys doing stupid policeworthy things as well.

anyways, superweapons, anybody?

383
DF Dwarf Mode Discussion / Re: Stupid coal tricks
« on: February 22, 2009, 09:25:28 pm »
you know, you could probably use this to stop a river or stream from flowing. just drop them into the water in a line across the flow, and if they evaporate everything that effeciently you can empty the river downstream of the point you throw them in. then dam it if you wanted, or just have your dwarves run around picking up all the suffocated aquatic life. if that works, then it is such a dwarfy way of fishing, even more dwarfy then filtering the ocean through an underground chamber full of grates. boil the river away and recover the charred edible things left over.

384
if water is going to be flowing over any indoor surface, and you have an underground water feature, then those indoor surfaces need to have a constructed floor or road on them. tower caps will pop up right through a smooth floor, and even worse will come up through an engraved floor, which can send dwarves crazy as their masterwork engravings are destroyed. you get the message "the impertinant vegetation has defaced a (dwarfname)!"

its incredibly annoying, and totally ruined one of my old forts which was full of a really complex network of waterworks that was used for all sorts of things. the tower cap saplings will pop up whenever the water drops below 7/7, and can grow even if they are in a channel that is filled to the roof. as soon as they hit full size they block the flow of water. and it turns stone surfaces into dirt, forever denying you the ability to smooth or engrave them ever again. pave or road those surfaces. rough roads use less stone, but need an achitect. also, if the designating stockpile method works as fobosic suggests works, then perhaps do that, although it may not work if you decide to abandon and reclaim, or come back as an adventurer.

this project is totally awesome. its also going to kill your fps, any large amount of flowing liquid and especially any waterfalls does that. if you can find the time to post grabs of your construction efforts on the map archive then do it, watching a big project unfold like this is allways great.

385
DF Dwarf Mode Discussion / Re: So, dragons can swim through lava
« on: February 22, 2009, 05:31:47 am »
dragons do normally die from lava and anything extremely hot, so failing anything like temperature off, it sounds like it must be a bug.

if the pets dropped into the magma floating thing happens all the time and is easily repeatable, i reccomend zipping your entire game directory and posting it in the bug reports forum. toady is interested in that sort of thing.

as a random guess, sounds like the lava at your site is sentient and refuses to kill things if it can help it due to its firm moral beleifs. if you can convince it eliminating evil is a good thing perhaps it can be trained to actively attack invaders. first you are going to need a philosopher who is good at persuasive argument, then the combat training sounds like a task for the dungeon master. when you get a big amorphous blob of sentient angry magma moving across your map incinerating goblin hordes with glowing dripping tentacles, make sure you record it and post the movie. kudos if there is a loincloth wearing dungeon master surfing an obisian block on the top of the blob giving it commands by twitching a handful of adamantium chains.

386
DF Adventure Mode Discussion / Re: Adventurer Retiring and Old Forts
« on: February 22, 2009, 05:21:31 am »
i heard making a fort on a town breaks shops from working in adventure mode, but this was several version ago. does this still happen? i feel like adding epic monuments and churches to some of the capital cities, but dont want to screw things up too much.

also, you cant embark on a parent civ. as in, when playing as dwarves you would need embark anywhere to make a fort on top of an existing dwarf city, though you can quite happily land on any other civ, elf, human, goblin or even kobolt if you can find them. as per this version though i beleive they will allways be friendly towards you, even the goblins.

what i would like is any more info about abandoned fortress sites and what happens with them over time. to date all of mine, even my ones built on chasms, dont really get populated by anything interesting, and remain more of less empty. tame pets die, anything not tame in a cage that isnt placed as a building gets released, and a lot of dwarves either die or wander off. the only odd addition ive seen is that sometimes, for some strange reason, there are traders with wagons at the site who were not there at abandon. any ways of making sure a fort will be full of creepy crawling evil things?

387
DF Adventure Mode Discussion / Re: Your training regimen
« on: February 22, 2009, 05:14:19 am »
oh this thread made me laugh.

so the training instructions to make a super dwarf as per this thread -

wear a full set of heavy armor, take an axe and shield and dive into a carp infested river.

swim against the current, chase those bastard hellspawn fish upriver, then ambush the stragglers and slay them mercilessly. if you get injured, just jump out of the water and walk it off you pansy.

when you are highly skilled at that, go and find an undead creature and attempt to strangle it to death. only stop when you are so strong and skilled you accidentally pull its head off.

you are now ready to rape the world. although people who fire arrows will probably still kill you.

throwing is still boring to skill up, but every other bit of this training regime sounds like much more fun then what i do normally.

388
DF Adventure Mode Discussion / Re: Becoming a legendary...
« on: February 22, 2009, 05:02:27 am »
hah. onlyhestands talks of wrestling wildlife like bears and wolves to death. and his profile picture is of one Mr liver eating johnsen, one of those hardcore american pioneering types who probably did that sort of thing for real.

ive heard reccomendations for finding something like a zombie hoary marmot, disabling your own strike back response so you dont accidentally kill it, then lying on the ground next to it to level armor and shield use while you go away to make yourself lunch and watch tv.

also, if you are after wrestling, grabbing small helpless animals and methodically breaking every tiny bone in their body is aparently a good way to go. as well as whenever something gets badly hurt, falls over, or falls unconcious and cant fight back. although i dont know if you get the same xp bonus from unconcious enimies.

i think clothes stealing may also work to give xp to wrestling. aparently you can do this to sleeping people without waking them up. dont know if that is counted as stealing if you do it in town though.

not tried any of these things myself, but they are worth a go.

EDIT: oho, here is the thread i saw some of these things in - http://www.bay12games.com/forum/index.php?topic=30225.0

lots of good ideas in there. aparently using a weapon on anything asleep or unconcious gives no xp, but wrestling does. also, they reccomend finding something small, undead and mostly harmless, like the afforementioned zombie hairy marmot, and spending a few days attempting to strangle it to death, running away when exhausted. because zombies dont need to breathe it wont die that way, and you will skill up fast. i find that hilarious.

389
DF Adventure Mode Discussion / Re: NPC SEX! I guess...
« on: February 22, 2009, 04:56:00 am »
heh, toady said paper and writing was going into the game along with assosciated crafts.

enter DF investigative journalism. we reveal shocking scandles, scintilating tales of corruption, and the latest on light chainmail dayware for the astute young dwarfette.

390
DF Adventure Mode Discussion / Re: Monster adventurers?
« on: February 22, 2009, 04:43:26 am »
@ peasant -

awesome.

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