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Messages - Foa

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991
DF Gameplay Questions / Re: Sand != Sandy?
« on: October 30, 2008, 11:42:26 pm »
So, to clarify, the only things that make glass are things with the word "sand" in their name, and not ones with "sandy".
Yes, and that should lock this thread up...

1-800-LOCK

992
DF Gameplay Questions / Re: War Through Trader Murder
« on: October 30, 2008, 11:35:48 pm »
Recently, I had one of my lumberjacks (curiously) go into a fey mood for bones. However, having just used up all of it for crafts, I had four choices:

1. Grave-robbing from my tombs.
2. Kill wildlife, which would interrupt/damage my plans for an eventual wildlife preserve to counter extinction.
3. Kill my current trophies-in-waiting, two caged wild elephants.
4. Drop a stone cieling on the elven traders and harvest from their donkeys.

After the first option failed, the choice was pretty clear.

How many more times can I do this before war starts?

As far as I know, elves will never war with you. At least I have never gotten them to, and I have slaughtered elves by the dozens. Eventually they just stopped coming.

Destroy all the trees in the area, and place the logs around the trade depot, all the while, you trap them in there, as you unload a ton of water to blast them into an arena, with animals being viciously slaughtered, as they are helpless to save them because they can't shoot through windows.

That plan will hit all the anger points of the said "oriental" "DRUIDIC" entities, and if you want them to war with you, let them leave after the animals die, and use a water cannon to free them.

993
DF Dwarf Mode Discussion / Re: Trading platinum
« on: October 29, 2008, 07:06:53 pm »
While draining a few pools which were blocking the expansion of my fortress, I happened to strike a vein of platinum.  However, now that I have the platinum, I'm not sure what to do with it.  Since I don't intend to coddle to the needs of those snooty nobles once they show (this is a hardy ironworking fortress, after all!), I decide I can trade it for useful items (like more wood for charcoal, since there isn't enough coal around and I'm deforesting the place quickly).  What would be the most profitable thing to make?
Bling Bolts, just decorate the bolts with the platinum, and for some reason, it gives of a stack multiplier effect.

994
DF Gameplay Questions / Re: My fortress is (was) tearing itself apart
« on: October 29, 2008, 06:49:20 pm »
wow, thats a good story. btw, by "rationing" do you mean "give food to some dwarves, and lock all the rest in a room to die"?
Or use the patented "Dwarf DESTROYER Lever"*, it is made with the finest killing mechanisms to ensure a painful death, that destroys all the remains of the dwarf, and sweeps it away in the patented "Hydro-Ejection System" to make sure there is nothing left.

*Needs to have the lever on a level higher than the DOOM LEVEL, so that those pesky Nobles shan't be seen again.**

**We mean use a drop mechanism, they pull it, then they fall, then they die.

995
DF Dwarf Mode Discussion / Re: Using Magma
« on: October 29, 2008, 06:20:52 pm »
Dude, if you get a moat, you need beasts, like carp, or imps, but make sure to add an empty moat preferably on the inside area, so the demons won't infest your fortress.

996
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: October 23, 2008, 12:35:19 am »
Bridges as floodgates!

I dare say, what about the crushing effect; Wall Grates.

998
DF Suggestions / Re: Mining Option: Crush Stone While Mining
« on: October 21, 2008, 10:35:42 pm »
If we want realism, we're going to need some sweet mine carts that takes mined rock somewhere.

All games need to have a sufficient level of unrealism.  It's what lets a 20th level D&D character move faster than the speed of light.  Yes, it's not real, but no one wants the rules changed because it's too fucking awesome.

If we add "rock realism" are you going to support the removal of the water-wheel-and-pump-perpetual-motion-machine?

erm, yes?

also, it's not awesome, it's an unfortunate consequense of a broken rules set.
I found a way to bypass this, pumps, pump make uber amounts of flow, and bam, you get a perpetual plant.

Realism chops your chops.
So Urist's Moving Castle is possible, and you need be an retard not know that if you know how to make sauna, you're peoples should expect steam power, but not really developed.

999
DF Dwarf Mode Discussion / Re: Why not crossbows?
« on: October 21, 2008, 10:26:09 pm »
I actually want to see those in the game as a really advanced, possibly mounted crossbow. The regular crossbow should have atrocious reload times.
Cough Ballistae Cough.

And how about that fancy Repeating Crossbow thing, it has speed, a slight spread, and sucky pierce damage, it only killed because of the use of use of poison.

Then the Heavy Crossbows, only the big guys can launch volleys of this thing ( you need to be prone... nerfa-nerf ) .

1000
DF Dwarf Mode Discussion / Re: A whole lotta questions...
« on: October 21, 2008, 09:47:50 pm »
Coke is good for a reserve smithing grounds, who knows when Urist/Megabeast gets in there.

I don't really know how to use them, they hold stacks of things.

Eh? Dwarves love to wear anything, that's why we forbid it, so they drop it, then you reclaim it, then you send it to the Depot.

Minting coins is good for somethings, like trading for expensive things, if you encrust it with rare gems, you just got a buy ticket.

Meh, the game naturally runs out of nearby baddies.

The f'tarded Dwarves are really bad at changing clothes, I recommend 'Unit View > Inv > *Select Object* >  *Select Dump* ' then he dumps it, and without any choice, he gets something new.

1001
DF Dwarf Mode Discussion / Re: Megaprojects
« on: October 21, 2008, 12:43:24 am »
I got a great idea, it includes nobles, pressure towers, ejection systems, and an arena.

When you get a noble, that is annoying, make four extremely massive water generator/creator/cannon combo things to make the thrust needed to blast the noble up and out of a spire, down a 5z drop down into an arena with as much demons able to destroy the fortress, and the only defense are the tall walls, which are extremely resilient, filled with ballistae, guaranteed ultimate laughs, and dramatic e-peen size increase.

1002
DF Suggestions / Re: A world without arbitrary mandates
« on: October 20, 2008, 11:37:18 pm »
It's simple to not allow them to bitch about their leechery, make an executionary lever, you decide how they die, a fall, or a drownery, or an ejection system filled with massive pressure towers ( from the lowest z, to the highest z ) , maybe a sacrificial arena duel.

Society will be happy if you kill any nobles, excluding the positions that don't invest in economic leechery.

I support the Nobles for Exuction prop ( N4E_Prop)

1003
DF Dwarf Mode Discussion / Re: Longest wait for immigrants:
« on: October 19, 2008, 09:27:47 pm »
I once went three years without an immigrant.

I was down to three dwarves hiding in their hole, waiting to die.

Then lo' and behold, a cheesmaker, his peasant wife, and his two children show up to get mauled by a few zombie deer.

How do you get mauled by zombie deer? Those things have trouble outrunning an oncoming glacier.
It's either they spawned near it.
Or they tried to tame it.

1004
DF Suggestions / Re: Generalized Theory of Magic
« on: October 19, 2008, 09:22:09 pm »
What about the sources of magic.

  • Through a medium ( eg. orifice of a temple )
  • Free mana ( eg. This tropical Jungle is flowing with rivers of free mana )
  • Stored Mana ( eg. This race can only use magic if there is immediately access to magic, like a manastone )
  • Willpower and Mental Strength ( eg. Through mental training, you can cause an effect by focus and concentration )
  • Other...

1005
DF Gameplay Questions / Re: My Golbin King
« on: October 19, 2008, 09:00:34 pm »
goblins are immortal

That's strange, all the ones that come to visit me seem extremely mortal.
They are immune to death by age alone.
Make him pull a Trap Switch. ( Connected to the trap; drownery, spike trap, atom smasher, lava, drop of doom... )

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