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Messages - Agent_Irons

Pages: 1 ... 19 20 [21] 22 23 ... 33
301
DF General Discussion / Re: What's your mandate?
« on: June 21, 2014, 09:48:53 pm »
Baffler McMayor, Mayor, mandates that all barrels be replaced with nether-cap.
Keeps food and booze chilled. Yum!

I always make huge buildings out of green glass, because I love it.

302
I did that once. A bit of a mistake with replace clothing instead of over clothing in a uniform, and I had five naked riflemen(cthulhu mythos mod :D) beating everyone with rifle butts. :(

303
Maybe nethercap? I forget if elves can get interesting woods like that.

304
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 19, 2014, 10:48:39 pm »
Ouch. 49 migrants, half of them children. More children than adults. At the last moment, the cultists appear out of nowhere. My woefully unprepared military is butchered, but aggressive conscription eventually drove them off. The remainder of the adults went crazy, insane, died of their wounds alone in dead-end hallways, or some combination of the same.

Then I flooded the whole thing with magma and called it a day.



FORT 4 coming up!

305
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 19, 2014, 12:15:57 am »
I did nearly the same thing to a werewolf. Actual werewolf, and not a were-octopus or something weird. Showed up right on the map edge and broke a promising ranger's neck in one swing. Fought a dog for an hour while I drafted everyone available and bum rushed him rallied the troops valiantly.

That ended well/poorly. At least two people have gone nuts as a result, and two were killed in the attack. I need a full time militia.

update: Oh my word this is not going well. one kid got a fell mood and ate my best(only) mason and engraver. Then he himself got abducted. The pasture grass has run out, the military has a ridiculous turnover, a ghost ripped off a guy's arm, and there are these horrible tree centaur things that keep showing up.

The Mi-go showed up in force with their awful everything and tore off some limbs. Thank goodness the caravan arrived at the same time.

306
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 18, 2014, 12:20:45 am »

Fort one: survived about a year, succumbed to a magma plumbing accident. erp.

Fort two, electric boogaloo. Much more successful, got a lovely little wall and moat setup going, but traders got stuck and triggered a civil war. double erp

Fort three, 'morningtaxes'. Lots of copper, sand, clay, and a volcano. Built preliminary workshops atop a mountain, next to the volcano itself, and the farms fifty z-levels down and maybe 55 tiles west. Time to figure out how minecarts work.

307
DF Dwarf Mode Discussion / Re: Poor gob
« on: June 17, 2014, 09:25:29 pm »
Elf war AI sends ambushes, and then just more and more ambushes each time.
They not like goblins, they're not polite enough to announce how many there are and where they are before they attack.

My amusing death du jour is of a barn owl. Using the Cthulhu mod adds in 20s firearms, but removes all armor except those army helmets that are like salad bowls.

Anyway, I embarked on what seems to be an inexhaustible supply of galena, so all my furniture is lead and my ammunition is silver. Bullets made of bone and wood are almost useless, but bullets made of silver? My riflemen played tennis.

308
Mod Releases / Re: Cthulhu Mythos Mod [34.11.0.07]
« on: June 16, 2014, 02:20:36 pm »
I figured I'd keep stuff sorted by topic so that if I'm just dumb, other people can chime in and point out my dumbness.
In this case it was me! Indigo and cotton don't grow in all biomes. I accidentally flooded my fortress with magma, so new embark and lo, cotton and indigo for all.

309
DF Dwarf Mode Discussion / Re: Give me suggestions for a challenge
« on: June 16, 2014, 01:02:11 pm »
Pop in Fortress Defense II. All it adds is more monsters to show up and own you, including a zergy thing?

You could even relax your trap rule, some of them have TRAPAVOID

310
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 15, 2014, 08:51:44 pm »
Work is almost complete on the glass castle to protect my underlevels.

The trade depot happens to be built on a band of aquifer, so I think I'm going to make it into a floodable trap area.

Work is continuing (very slowly) on the magma incinerator for spare clothing and dead fireflies.

311
Mod Releases / Re: Cthulhu Mythos Mod [34.11.0.07]
« on: June 14, 2014, 02:12:06 pm »
This was always far and away my favorite mod.

It was one of the first mods I ever installed, and I have vivid memories of driving off cultists with rifle fire.

I'm having trouble growing cotton and indigo, though. Am I in the wrong biome? It's likely, I'm in a badlands.

It would also be great to be able to make beer from wheat and maybe vodka from flour?

312
DF General Discussion / Re: New Weapon Idea: Poisoned Water Gun
« on: June 12, 2014, 01:15:38 pm »
Hmm. I should probably borrow some of these ideas for the Fortress Defense II things.

FD adds a lot of new enemies with immunities to stuff. Frogmen can't drown, imps can't be incinerated, zombies can't be poisoned. A combination drowning/watergun/poison/lava chamber is most useful there, I think.

But let's be honest. 'because I can' is the only reason anyone does anything around here.

313
DF Dwarf Mode Discussion / Re: Blind dwarf science
« on: June 11, 2014, 02:17:07 pm »
Oh I see, they don't know they're in danger so they don't run.
Hmm. Dwarfy.

314
DF Dwarf Mode Discussion / Re: Steel vs Candy Weapons
« on: June 09, 2014, 02:03:08 pm »
I do remember playing Fortress Defense against a particular kind of large enemy (titans or something?) with iron helms, a candy spear could NOT pierce the large iron helm, though the spearlord tried for pages (eventually his mate the hammerlord came and gave the titan a bonk on the head which did the trick). So apparently candy is not some kind of silver bullet at least for spears, perhaps the benefit applies exclusively to slicing attacks, or perhaps spears are simply awful against armour.

This is actually very interesting because spears are one of the best edged weapons for piercing armor. Even an iron spear will go through iron armor. I'm very surprised it didn't go strait through the helmet. It must have been extremely thick due to the size of the creature wearing it.

There is a bug regarding the thickness of clothing of extremely large creatures. It's impenetrable to pretty much everything, including adamantine.

This makes a great deal of sense, actually. If the helmet is like three feet thick and your sword is two feet long, you're going to have a bad time.

315
DF Dwarf Mode Discussion / Re: A Challenge
« on: June 03, 2012, 05:33:38 pm »
Bay12ers, I have a challenge for you. Can you think of anything that CANNOT be weaponized? After thinking of a weaponization method, think up some other seemingly peaceful thing.
I shall go first:

Migrants
Ah, I see.  It doesn't specify that it has to be within DF.


As such, I shall pose my challenge once more: Weaponise a single photon.

Goodness, you guys. A single photon is a weapon. Photons can contain an arbitrary amount of energy, you just up the frequency. Gamma rays, cosmic rays, and so on. You're overthinking this.

Weaponise a photon: done. It's a weapon.

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