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Messages - arghy

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286
DF General Discussion / Re: DF changes your entire outlook on life
« on: December 26, 2009, 10:59:54 pm »
Holy shit that book just screams to me--channeled ceiling with a farm under it with closeable hatches FUCK YEAH.

287
DF General Discussion / Re: DF changes your entire outlook on life
« on: December 26, 2009, 06:23:06 pm »
Hahaha damn, i love how DF totally colors your idea of what you'll find if you ever go digging somewhere. I know absolutely nothing about geology yet i'd prolly totally go into a lecture about whats in the ground and everyone would listen and believe. You know if i was rich i'd buy a hill then totally hollow the thing out and make it a house--is that legal? or would everyone try to stop me?(goblins/police same thing!).

288
DF General Discussion / DF changes your entire outlook on life
« on: December 26, 2009, 04:02:18 am »
I continually want to dig into mountains near me and dont see a problem with making a giant underground complex even though i know it must be unfeasible if they havent done it already haha but DF has convinced me its not only possible its profitable. I was watching Two towers and when the elves were leaving the first thing that came to my mind was, 'i hope some of them die here so we get elf bones cause once their gone no more elf bones'.

So i live in hawaii--could i dig into a mountain here? what would i find? i mean there must be a chance that i could fine metal or gems.

289
I'm totally for more creatures regardless of how original they are, as long as their extremely hostile or useful to my dwarves(or they can be extremely useful and hostile like GCS's!).

290
I once had a dwarf trapped on top of a tree getting shredded by Giant Eagles.

NEVER CLIMBING A TREE AGAIN.

291
Carps were dangerous because they'd always pull your dwarves into the damn water where they would drown regardless of how they fought. Hell i know i'll prolly go through the raws and mess around with all of the races birth rates and life spans so if any of them let me down i atleast wont have to worry about them dieing off before i get there and them getting slaughtered off the map without a fight.

292
Weren't C.H.U.D.s basically zombies?  Or were they actually just mutants?  It's been too long since I've seen the movies.

Anyway, I'm hoping for giant worms myself.  As you can see in my sig.

Shai Hulud would require lots of sand and be a multi-tile creature, but something like those worms from the Tremor movies would be cool.

Hahahahaha 100 tiles long, just the mouth crashes through your map edge and slaughters your embark party--if you manage to get into stone before that anything walking on the sand would cause this massive brown head to pop on your screen, finally a fix for those wandering cats. Hell once we allow creatures to dig we could totally make a dune fortress, no surface water anywhere you have to build wind stills to catch water, any dwarf that becomes a burden for the community walks onto the sands where a giant vortex appears and swallows him up and god breaches from the sand.

293
Those of you with modding talent be sure to mod in like 600 more critters that breed like rabbits and live to kill dwarves, i wonder if your in an evil area will their be undead in the underworld? Haha capturing entire sieges of orcs only to release them into the underworld to get torn apart by the undead ravening horrors, it will take some work but you could funnel the entrances/exits ensuring theres no peaceful running off the edge of the map.

294
Whats the glowing pits code cause that should be put in the underworld so you'll have a steady constant supply of crazy deadly creatures if you go deep enough and no i dont mean HFS it should have a chance of spawning every underworld creature. I'm really tired of running out of creatures to kill my dwarves--they can be replaced but the skeleton jaguars and hippos those are like wonderful diamonds that can never be replaced. I cry every time a wonderful pit animal dies because i couldent cage it fast enough.

295
Its going to be so fun exploring and building up an army purely to be fodder for the underground monsters--i really hope building destroyer got spread around because i dont want a mere door blocking the horrors. I hope they have long life spans and breed alot because i dont want a recreation of current chasms/bottomless pits where everything dies before you've even dug out the dining hall.

Can you imagine one of the critters killing every other creature then breeding like mad? haha your 5 man hammerdwarf squad turns the corner to meet 120 cavespider men.

296
What i'm happy about is being able to designate Z levels because i've always hated all the empty sky! Turn the under ground features on overdrive then embark with a mere 5 Z levels of sky and hope i breach a massive underworld to build my new diamond stalagmite fortresses! Imagine 20 Z levels of underground content with multiple tunnels leading to off map areas filled with new and horrible creatures to pit my fortress against.

297
DF General Discussion / Re: Worldgen cookbook
« on: December 08, 2009, 03:44:46 pm »
I tried setting the erosion thing to super high and got alot of good results but all my maps were friggin grand canyons haha. I went from 800 to 2 and got some nice locations that werent horrible to work with.

298
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 08, 2009, 03:37:17 pm »
dragon tooth crown

It doesn't get more badass than that, folks.
Dragon tooth sword. (nanites optional)
OK, seriously, what are you guys talking about? Greasel yields engine modifications, and I don't expect "dragon tooth sword" to yield meaningful results.

I vaunted orange!

Its deus ex the best RPGFPS ever made(whos going to play it now?)

299
DF General Discussion / Re: Worldgen cookbook
« on: December 04, 2009, 06:37:32 pm »
I just made a 129x129 world with all the variances at 1600(the important ones), 200 volcanos, removed ocean regions and increased desert regions. I have 4 spots that are 4x4 or smaller with HFS/magma/sand/bottomless pit/chasm/water source so the key is smaller maps make more areas. The only problem is the goddamn Z level variance--its fucking huge with my dwarves starting like 14 z levels up the side of this tiny mountain but its a small price to pay for an awesome start area.

I now realize what you pay for magma, i revealed one area without magma and gaped at the huge variety of metal and gems then revealed a place with magma to discover i barely had any metal or gems. I might just give up on magma entirely at this rate.

300
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 01, 2009, 03:12:21 am »
When i first saw this list i scoffed at it but now that toady is blazing through it i cant start another fortress until its out--unending attacks and underground caverns are just to friggin good.

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