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Messages - JoshuaFH

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15421
DF Modding / MOAR MEGABEASTZ!
« on: December 29, 2008, 08:38:41 pm »
I got it into my head "HMMMMMMM! Megabeasts have a hard time surviving world gen... it would appear that the only way to solve this dilemma would be to make them STRAWNGUR! Oh wait, what if their is another Sowlushion? perhaps... MOAR MEGABEASTZ!"

And so i've begun my idea to add more megabeasts, many more, each greater and more fearsome than the last. Here is what i've come up with so far.

Fat Demon, like the regular demon, except fat. They were too big to fit into the HFS, so the other demons kicked them out.
Spoiler (click to show/hide)

the evil skull, an evil magic skull that shoots fireballs. it only has one body part and a size of one, but it moves extremely fast and has a DAMBLOCK of 30:
Spoiler (click to show/hide)

Diamond demon, a demon the size of a human, and only has a bite and punch attack. Oh yeah, he also has a DAMBLOCK of 200 and drops a clear diamond on death.
Spoiler (click to show/hide)

HELL CAT! requested by woose! the hell cat is not like an ordinary kitteh! it's on fire! it's fast! it flies! it shoots fireballs! it has a bite attack that does 1000-6000 damage! fortunately, it has a DAMBLOCK of -100, so one hit will probably kill it.
Spoiler (click to show/hide)

GIANT ENEMY CRAB! it lurks oceans and rivers! it prowls both land and water! it's size 30 and it shoots fire balls! It uses the same body tokens as a gcs! it also has [SEVERONBREAKS] so it's limbs can be chopped off with some luck!

Spoiler (click to show/hide)

BRAIN DEMON! requested by jack_bread! has 50 brains and 1 mouth! no other body parts! I'm not sure if that will work, but it's worth a try!

Spoiler (click to show/hide)

EPIC CAVE SPIDER! just like the giant cave spider! except it's size 100! 10x the normal size! it also has CAN_LEARN! watch out! Take note though, this is the first of my creations that doesn't have TRAPAVOID!
Spoiler (click to show/hide)

MEGA FLEA! 2nd request by woose! it's a flea! it's size three! it has a DAMBLOCK of 75 and some vicious attacks! including a blood sucking attack! it's pretty well rounded, so gang up on it!
Spoiler (click to show/hide)

STAY PUFT MARSHMALLOW MAN! size 200! only one weakness: Bill Murray! Oh yeah, and it has -10 DAMBLOCK cause it's made of marshmallow, and it's really slow, and it isn't immune to fire and magma.
Spoiler (click to show/hide)

CREEPY BABY! the third of woose's requests! this baby is size two! this baby has only 1 DAMBLOCK! This baby has 1000 Appendages! Appendages that act like natural armor! i'm not sure if that's possible! oh yeah, and it has some nasty COLD attacks!
Spoiler (click to show/hide)

ADAMANTOISE! this infamous FF creature makes it's way into DF! is size 40! has 30 DAMBLOCK! Is amphibious! it's weaknesses include it's INCREDIBLY slow rate of movement, with SPEED at 9000 (not over it) it may take all season for it to reach your fort. It also isn't immune to fire or magma, like some others!
Spoiler (click to show/hide)

FLUFFY BUNNY! this creature... just read! If you doubt it, you'll be sorry!
Spoiler (click to show/hide)

PWNY! a specific request from Ririka! It flies! it shoots fireballs! it has a deadly paralyzing poison that never wears off! It has the same anatomy of a regular horse though.
Spoiler (click to show/hide)

currently imagining more.

and by more, i mean MOAR!

EDIT: I'M APPARENTLY DOING REQUESTS!

15422
DF Dwarf Mode Discussion / Re: Metalcrafting can be useful
« on: December 29, 2008, 06:44:24 pm »
Okay, so a I've seen people

Ya know Legolord, i think i'm the only one that has pointed out that metalcrafters are useless. unless i'm secretly illiterate.

and toonyman makes a ANOTHER good point as to why Metalcrafters are useless, good job toony.

15423
DF General Discussion / Re: Oh my, that's dwarfy...
« on: December 29, 2008, 12:10:29 pm »
Oh dear lord, I think we have the plot for Ocean's 14.

They'll steal this in Ocean's 15 of course.

Ok NASA, stop fucking around. We gotta get the fuck up there!

15424
DF Gameplay Questions / Re: War camels.
« on: December 29, 2008, 12:21:57 am »
How is it that not everyone knows about that forum glitch?

Yeah, its a forum glitch, nothing big here, move along.

15425
Forum Games and Roleplaying / Re: Number counting game.
« on: December 28, 2008, 11:31:10 pm »
19: How old I am

15426
Life Advice / Re: Why Arn't guys supposed to shave their armpits?
« on: December 28, 2008, 11:28:51 pm »
Quote
I heard if you drink too much of it at one time it can erode your throut pretty bad.

Yeah but if you did drink it upright... Id be impressed.

On a side note: I heard washing your hands with Table salt can get rid of Onion smell
Another thread direction! (my turn)

GIANT BEWBS!

Are actually quite cumbersome, and can damage one's quality of life.

15427
DF Community Games & Stories / Re: Mean Little Men [Succession]
« on: December 28, 2008, 11:11:49 pm »
I'm honestly surprised that Linthar has survived for as long as he has.

15428
Other Games / Re: Any Tabletop Players?
« on: December 28, 2008, 10:44:11 pm »
god, i wouldn't mind learning something new. So i'll join ya if it comes down to it.

Be warned though, i've never actually played a table-top game, but i've always wanted to try.

15429
DF Suggestions / Re: Filtered Announcements
« on: December 28, 2008, 10:17:06 pm »
seconded, an option to type in what you want to see (trade depot style), would be very useful.

15430
DF Suggestions / foresight and simplification of haul orders
« on: December 28, 2008, 09:36:48 pm »
I'm in a struggle, a constant struggle. the struggle between my valuable specialists, and my valuable peon haulers.

each job has significance, and are co-dependant on eachother in order to function.

specialists need haulers to haul out finished products and organize them so they are in useful locations.

Haulers need specialists to produce the actual products that sustain the fort's life.

It is only reasonable that a feature be implemented, a SIMPLIFICATION per se, that will have the specialists and haulers working hand-in-hand instead of just passively working around eachother.

I was unawares as to the actual solution to my dilemma until a certain topic gave me a bout of inspiration through happenstance.

It will work like this:

when an order is placed in a workshop (any workshop) requiring that material be placed into the workshop, ontop of the fact that the specialist in the workshop is hauling his own materials, the workshop will queue priority orders so as to task a hauler so he will take it upon himself to bring necessary materials to the workshop, so the specialist won't need to leave his workshop to fetch materials, he'll have them already prepared in his workshop! REPEAT orders will work like normal orders, but with the added benefit that more than one job will be queued, in order to anticipate that the job will be ordered again, as it is on REPEAT.

This will work in the opposite direction too, in order to avoid cluttering. When a finished product is sitting inside of a workshop, the workshop will queue priority orders for haulers to take it out of the workshop and place it into a stockpile.

As it stands, hauling is very passive and not involved for the haulers. all hauling jobs hold the same weight, and this leads to a very disorganized hauling workforce. With these changes, industry will occur far more easily, like the well-oiled machine it oughtta be.

15431
DF Adventure Mode Discussion / Re: GCS
« on: December 28, 2008, 08:43:07 pm »
I have something of a story from my youth, and to this day no one i've told it to believes me.

When i was 8 or 9, my grandma owned a giant fridge-sized freezer. Right next to the freezer was a giant pile of clothes. Seeking fun, i climbed ontop of the clothes and got ontop of the freezer. Out from behind the freezer crawled the biggest damn spider i've ever saw or ever will see. This thing was the size of a dinner plate, i swear! When it crawled closer to me, i got so scared i jumped off the freezer (something very out of character for me) and ran to get my cousin, who was much bigger and stronger than me. When we got back up their, we couldn't find the spider anywhere, and so everyone believes i just made it up.

15432
DF Suggestions / Re: One-way traffic designations
« on: December 28, 2008, 06:17:31 pm »
Hmm, I guess i don't quite understand Footkerchief. If thats the way it has to be though, then i'll just shut up. Lord knows i don't know crap about programming.

15433
DF Suggestions / Re: One-way traffic designations
« on: December 28, 2008, 07:56:27 am »
goddamnit, why is it that no one sees the simplest and best answer? Just to it like they do in Rollercoaster Tycoon where you can make "one-way signs"!

set up the sign, tell it which direction dwarves are allowed to walk through, VOILA! You have your traffic designation, except now much more simplified.

15434
DF Gameplay Questions / Re: Dropping Left Hand Items
« on: December 28, 2008, 06:46:57 am »
I'm having a bit of an issue here;

After a bit of forum searching I found out why my champions weren't practicing with the crossbow: they both had items in their left hands. I was able to clear some of the items by designating them to be dumped, however one champion is holding a robe... owned by the other champion. As the robe is owned, it appears to be immune to being forbidden/dumped.

Is there any way to get an owned item out of his left hand? (other than waiting for the robe to rot) The only idea I currently have is to set them to wrestle and hope for a successful disarm. Though wouldn't that move the robe into the the other champion's hand?

Easy, throw the offending champion into a magma chamber, then fill the magma chamber with magma.

There! he's not holding the robe anymore!

15435
DF Dwarf Mode Discussion / Re: Pyramid Challenge
« on: December 28, 2008, 06:16:19 am »
Hey, can anyone give me alittle world genning advice? I've been screwing around trying to get a location as similar to Jack's as i can.

I'm trying to gen a pocket world, i decreased the number of races to 3 (and with some luck i'll only get dwarves, humans, and maybe elves, and thus avoiding pesky goblins and kobolds that will divert my attention) I decreased rainfall to about 2-3 (as opposed to 100), squealched ALL good and evil squares to allow for more civ safe habitats. I seriously ramped up the "middle elevation" stat, and i set a minimum number of deserts that i expect.

My problems are many fold:

When i tell my pocket world to have alot of deserts, it throws a fit and doesn't gen a world at all.

When i decrease the minimum number so it stops spazzing out on me, it only produces a small miniscule number of deserts.

When i decrease rainfall even more so that their is less vegetation and more deserts, it either throws a fit or it doesn't spawn a river at all.

with some luck i got a river going through the only two squares of deserts. Unfortunately, the ENTIRE desert was sitting on top of an aquifer. I simply can't work with that.

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