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Messages - Cheshire Cat

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496
DF Adventure Mode Discussion / Re: Wrestling wolves
« on: January 17, 2009, 10:43:27 pm »
melee weapons. i like giant adamantium serrated discs and similar trap components. they do so much damage and weigh nothing. and i once got really lucky when a tentacle demon disarmed me and threw me on the floor, and i found a stray arrow that when thrown bought me the time to stand up, find my axe and finish him off.

also, if there was a stand on one leg command i can imagine that the any free limb is usable wrestling mechanic would be pretty amusing. the town guard grabs you around the neck with his left leg.

497
DF Dwarf Mode Discussion / Re: 1 week castle building contest.
« on: January 17, 2009, 08:59:07 am »
pity i missed out on this competition. i like this sort of crazy construction thing.

anyways - can we have pictures from 3dwarf of some of these castles? the ones posted in 2d all look really good, especially the huge one with the curvy wall that runs near the water. no matter what people say about the crooked walls, ive been all over england and bits of europe, and got to see plenty of castles and fortified towns, and even seriously injured my knee falling down one of the curvy stairs in connarfen castle in wales.

one thing was pretty clear, with castles they very often stuck the outer walls haphazardly all over the place, especially anywhere with hills and rivers or cliffs and lakes. odd terrain pretty much always meant curvy crooked walls. and hardly any castles were in any way symmetrical. they were built over decades or centuries by different people, and had all kinds of random mismatching bits.

the straightness of the walls really didn't matter that much until cannons came in, in which case castles became shaped like perfect many pointed stars. cannon fire was more likely to glance off a wall if it hit at an angle, and while breaching the inward pointing bits was easier, getting troops to such a hole was stupid because soldiers on the two encompassing points would tear them up. but these castles were way way later then DF, and i could go on all night.

so lets see some 3d castle pictures already then.

edit: hey wait, duke is still posting, does this mean the competition cut off time isnt over yet?

498
DF Adventure Mode Discussion / Re: Monster adventurers?
« on: January 17, 2009, 08:12:52 am »
legends screen entry for Singularity :

Singularity was a Spirit of fire.

in 255 Singularity waged war against the Dwarf civilization The flickering treaty.

(several pages of dead dwarves)

In 256 Singularity retired to the Ocean of Chains to sleep, emptying it if its water, and altering the climate of The Bright Continents.

The precipitation of the Bright Continents increased substantially. deserts became forests. mines were flooded. there were lots more swamps. at least the elves were somewhat happy.

~fin.

499
DF Adventure Mode Discussion / Re: Wrestling wolves
« on: January 17, 2009, 07:49:21 am »
first wolf i met first adventurer i had ripped a peice out of my arm by grabbing it and shaking me.

it spat it out, so i picked my arm chunk up and threw it back at the wolf, killing it in one hit.

i had trained throwing before i did anything else, like people recommended here on the forum. since learnt that one hit kill throws are pretty rare, but as an into to adventure mode that was so awesome.

if what demonic gophers says applies everywhere, its interesting that four legged things may only wrestle with their limbs when they are lying down, thus not using them to stand. thats a really neat game mechanic, that it lets any free limb be used to attack and wrestle with. its adaptable to all kinds of crazy made up creatures.

500
thanks deathworks, ive wanted to check out a few of my old adventurers for entertainments sake.

demons and dragons and things are immune to the flame they create themselves, but not to the fire created by objects that are on fire. so they have a tendancy to die in fires they start, especially as i imagine your demon was standing in a corner of the goblin fort surrounded by burning bodies.

i embarked on a fortress site that had died from HFS, and arrived right next to 2 demons right there on the surface next to my army. they started a huge fire that set off all the trees and grass around them. only 4 dwarves survived. it seems that the invisible skin that stops creatures from falling into a brook also stops them from putting themselves out in it. it was really funny.

501
DF Adventure Mode Discussion / Re: Underground Roads
« on: January 17, 2009, 07:24:11 am »
i first saw the tunnel thing when i embarked on a goblin fort in a much older version of DF just to see what it looked like. i was impressed by the tunnel, but also by the fact there was some kind of gold plated temple stuck right in the middle of it, and how there was only one actual goblin, and the rest of the population were elves. i may actually still have the savegame on my old pc. there was a river high in the hills above the fort, and i thought that after i blocked the tunnel up, flooding all the elves out would be a very dwarvenly thing to do, but i never got around to it.

EDIT: i also think it would be great if you could embark inside a tunnel, using site finder to make sure its near a water source. that would be great.

502
DF Adventure Mode Discussion / Re: Groundhogs beat me up
« on: January 17, 2009, 07:17:41 am »
oh i love this game. if your adventurer ever dies, go find that small limestone rock again and keep up its rampage.

i personally favored a masterwork giant serrated adamantium disc as my throwing weapon. great times were had till i dodged into an empty pond i couldn't travel from, and died of thirst while awaiting rain to let me swim out.

i wish the legends kept track of weapons like it does other entities. that stone and its list of kills would have a marvelous entry. gork, you must name it in DF random generated fashion. also, your avatar is great, especially in relation to the mood of your first post.

503
DF General Discussion / Re: Baiting traps
« on: January 17, 2009, 06:43:41 am »
lol. you mine for fish by digging out a big cave with grates on the end leading to the chasm, then running the river/ocean/lake into it for a bit, then turning the water off.

then send your harvested out to pick up the drowned fish. because true dwarves don't mess about with rods and hooks and things.

504
DF Adventure Mode Discussion / Re: The Deadliest Creatures
« on: January 17, 2009, 06:41:02 am »
toady also has more dev notes about worldgen wizards creating their own creatures  as minions to serve them, who over time become races in their own right, who build towns and elect leaders and wage wars, and may be playable in adventure mode. i think i saw this mentioned in an interview where he was asked about other games with completely randomized creatures, and he said he like having a stock world, but that wizards minion races could add that random interest.

having control over this as a player would be really great, as people in this thread have already described their desire to turn themselves into many legged winged fanged poisonous swimming flying fire breathing monstrosities. coupled with turning the citizens of an abandoned fort as an entity capable of influencing world events...

so, we could be seeing some pretty interesting random creatures and races being thrown up in the distant future.

505
DF Suggestions / Re: Rock-salt mountains fix
« on: January 17, 2009, 06:35:02 am »
ive heard of other funny plans before to store things in places like the space left after oil drilling, or porous rock layers wedged in between non porous ones, but this rock salt idea sounds interesting. do you have a link, and why/what were they wanting to store? is this another crazy CO2 sequestering plan?

also imagine the interesting things you could do with soluble building materials if it was coded in. like, a structure with rock salt supports, which could be flooded, weakened and destroyed by water to collapse the building. thats almost as good as the ice fort set to be flooded by magma, which is currently difficult as the magma sometimes creates obsidian supports which prevent collapse.

506
sucks. i hoped it might be something more interesting and dare i say rational on the part of US immigration.

like, someone i used to know was silly enough to carry a bagful of chlorine based fuel for his model rockets on the train in sydney not so long after september 11, when they had sniffer dogs out trained to find such things. he got hit with the new anti terrorism laws and last time i taked to his brother he still had stacks of odd restrictions, like he was allowed to go near the CBD during the G8 summit they had here last year.

507
someone make toady go on a world tour so we can all go meet him.

and umiman, dare i ask, why does the us think you are a terrorist? is it because of that stupid list thingy they have, and you fortuitously share a name with somone the immigration officials deemed as unsavoury?

508
DF General Discussion / Re: 3Dwarf beautification project
« on: January 17, 2009, 02:21:42 am »
bah, just make it really customizable so people can easily change between sprites/models and what particular sprite/model there is for each object and building. that way we will probably see lots of great and interesting sprite/model packs in the same way we currently see so many different tile set packs.

also means people can tailor sets for faster and slower systems. i personally really like the sprites, and fondly remember a lot of old games with 3d terrain and sprites for units, trees and nearly everything else. anyone remember myth and myth 2? populous: the beginning? the original dungeon keeper?

images of myth 2
http://au.pc.ign.com/dor/objects/10305/myth-ii-soulblighter/images/myth24.html

i really couldn't find any decent images for populous and dk1 that weren't postage stamp sized. but yeah, im definitely looking forwards to the next version of this, way to go mithaldu, and also toady for giving out that info at the start of the thead.

509
i do this with a selection of store rooms with different items in them that i lock and unlock. if im really organized then i can even define what dwarves use when they go into a fey mood, by locking everything, getting a list of what items they want, and then only allowing them access to the best, most expensive stuff. so i get adamantium thrones decorated in dragon bone with faint yellow diamonds, rather then copper ones decorated in dog bone with onyx. big value and awesomeness difference.

the big nuisance for me is always how i am getting a constant influx of goblin clothing from their attacks. i have so much of it, i currently buy out nearly every single item in the caravans that arrive (playing a badlands map with no flux, magma, wood or copper, so i needs it) using only the goblin clothes and armor. and i would rather be decorating my own crafts and things rather then the goblins stuff.

it would be nice to set certain workshops to take only from certain stockpiles, it would make managing things a bit easier. and some system for military equipment would definitely be better, as swapping sparring weapons and making your guys go from copper plate to iron or steel, or steel to adamantium is tedious and annoying.

the OP is right in some ways. it would be nice would be if you could choose an object, and create a job by telling it to be decorated with a particular gem or bone, for when you want a particularly nice door or table for a noble, or a super awesome sword for an adventuror.

510
DF Suggestions / Re: Underground Diversity
« on: January 17, 2009, 01:34:37 am »
yeah, gremlins really are not that impressive in the current versions, though aparently they were crazy annoying in the 2d version (before my time) toady does have dev notes about bringing back the annoyance of gremlins from the days of old, and about making chasms harder again, and fixing up the isolation of creatures stuck on little chasm ledges.

i really like the idea of creatures like gremlins creating graffiti you can examine to upset your dwarves.

i really cant think of much more to add to this thread without going off topic that hasnt allready been discussed or added to the list. awesome job keeping track of it this long Othob rithol, i guess we must wait and see what ends up in the next version.

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