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Messages - Murphy

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196
DF Adventure Mode Discussion / Re: Any utility to cure injured adventurers?
« on: November 13, 2011, 11:39:34 pm »
Actually, just add some [HEALING_RATE] to tissues that don't have one in tissue_template_default. This way severed nerves and everything else will heal once you travel.

197
I am currently immersed in the image of dwarven veterans imbibing 'red beer' which makes them berserk and 3 times as fast if they've got 5+ kills while the entrance chokepoint is flooded with poison gas which only affects elves and goblins. Or heck, why not make the gas give superstrength to dwarves while making goblin muscle rot?
Yeah, while you can already do a selective-killing poison gas, adding in positive effect for dwarves certainly has an appeal.

198
DF Adventure Mode Discussion / Re: Any utility to cure injured adventurers?
« on: November 13, 2011, 02:30:59 pm »
Modding can help you here. Remove the injured part from the creature's definition. Reload. Save and quit. Restore the raws back. You should be whole when you then load your adventurer. Oh, and be sure to add relevant tags that prevent dying from, say, not having any brain or lungs... that is, [NOTHOUGHT], [NOBREATH], and so on.

Sadly, I am unsure if this will help surviving infection or syndromes.

199
DF Gameplay Questions / Re: 37 war dogs vs. frogotten beast
« on: November 13, 2011, 05:04:10 am »
So you are trading away the irreplenishable, extremely useful resource, which, incidentally, provides means to military superiority. If you used it properly, you would not have to rely on dogs to beat a FB.

I must go visit my legendary dining room before I slip to madness from the massive unhappy thought this gave me...

200
DF Gameplay Questions / Re: 37 war dogs vs. frogotten beast
« on: November 12, 2011, 11:20:31 pm »
Candy is your main export!?

ya it make traiding so easy when i can get what i need with only 1 bar
Candy BARS are your main export?!

201
DF General Discussion / Re: Release the new build!
« on: November 09, 2011, 05:46:31 am »
I dislike TES.
DF is much more pleasing to the eye than Morrowind. And I never went past Balmora anyway because of the horrible lag.

202
DF Gameplay Questions / Re: 37 war dogs vs. frogotten beast
« on: November 08, 2011, 09:37:23 pm »
Here you go:
Spoiler (click to show/hide)

Make it happen. After all, if it's really a frog gotten beast... dogs are better than frogs, rite?

203
DF General Discussion / Re: Will Your Dwarves Be Half Speciesist?
« on: October 27, 2011, 03:19:11 am »
I think the best profession would be a vampire surgeon. No need to feed on the innoccent, just sip a few drops here and there when someone comes in missing a leg. I mean, who's going to know? You'll be covered in blood anyway, why not have a quick snack while you're there.

You ever played S.T.A.L.K.E.R.?
Exactly what I thought too.

204
DF General Discussion / Re: An awesome, insane, terrifying idea
« on: September 18, 2011, 10:08:56 am »
Is that a Zelda reference or what?

205
...the elf going melancholy and the donkey going berserk. The donkey then killed my weaver. Now the donkey is chasing a giant moose around my map..
Now you will know why you fear the night ass demons.

206
DF Suggestions / Re: Advanced weapons systems.
« on: September 15, 2011, 10:25:05 am »
With such a system we might be able to create...
Spoiler (click to show/hide)

207
Quote
Anybody else randomly play early versions of DF? What interesting things have you found? (Better yet, were any of you around for the first 3D version of the game? What did you think of having to build your freaking stairs down at the time?)

When 31.01 came out, I was like, "WTF? Ramps on channeling? Raaawr! Stupid ramps! Whyyyy?!"
No, I don't play 40d anymore... I used to, but got over it.
One thing I royally miss is the true full-time military/fortress guard. I just hate the way current militia turns off to civvy the moment you set them to inactive. Of course I can modify their profession titles to be able to pick them out, but they are still oddly-colored, ungrouped in the units list and behave like civilians if they see an enemy. Even if you tell them to keep armed while off-duty.

The other thing I miss is the chasms.
Hmmm... that gives me an idea for a community fortress...

208
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: September 15, 2011, 01:23:59 am »


Doodled from scratch in KolourPaint. Three main races of DF - yeah I tend to play without any humans or elves...
The original purpose was to use them as samples for an illustrated community fort. Or maybe an MSPA... without the MS part.

209
DF Dwarf Mode Discussion / Re: Living with Kobolds
« on: September 14, 2011, 09:44:59 pm »
They raped noserubbed you to death?

210
DF Dwarf Mode Discussion / Re: Living with Kobolds
« on: September 14, 2011, 08:55:02 pm »
Y'know, everytime I see "adorable kobolds" I immediately want to kill them, Happy Tree Friends-style.

I tend to create worlds with 10-12 goblin forts (I modded them to live in castles, yeah, FUN to storm these) and 4-5 kobold caves, each with 200 residents. I don't embark over them, though. My adventurers are the happiest adventurers in the world (while they live that is).

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