Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - moghopper

Pages: 1 ... 105 106 [107] 108 109 ... 118
1591
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: April 11, 2009, 08:04:49 pm »
And so the mystery is solved.

Also, yaaga, you get the sixth slot

Once i have the game partially done (when items are finished), I'll send my six players a Pm and start up a game thread.

1592
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: April 11, 2009, 04:44:32 pm »
Okay.

Any feedback on the creature?

And what the HELL is with all these penguin avatars!? they freak me right out. :'(

Will no one ever answer my questions about those !#@%ing penguins? every time I ask i get ignored >:(

Also, how do you change the thread title?

1593
Finally got to the end of this massive thread :D
Sweet story HF, seriously.

Can I get a Dorf once you've taken care of everyone else on the list?
If so, then:

Name: Moghopper
Profession: Fortress guard (once a replacement for Stravitch is chosen)
Gender: Whatever is available, but preferably male

1594
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: April 07, 2009, 04:01:35 pm »
Okay.

Any feedback on the creature?

And what the HELL is with all these penguin avatars!? they freak me right out. :'(

1595
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: April 07, 2009, 03:49:15 pm »

Well.
Str is probably strength
En is probably Endurance
Ag=Agility
Int=Intelligence
Psych=Pyschich Power(?)
At=Attack
Ms=(?)
Rs=Resistance

Hm...
Reminds me of DND, only this will probably be better.

Actually....
Pych= Psyche  as in how likely something is to be scared and how it behaves
At= # of attacks per round
Ms= Melee Skill
Rs= Ranged Skill


1596
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: April 07, 2009, 03:12:35 pm »
Some good news!

I'm about done with that project and am about 3 days away from the end of classes, so I'll be working full force on this game soon enough.

Plus as a little bonus I'll give you a sneak peak of one of the Aliens you may encounter during play. The numbers won't mean much to you yet, but trust me, this thing isn't friendly OR easy to kill.

Flenser
Str: 4   En: 2   Ag: 7   Int: 2   Psych: 5   At:3  Ms: 4   Rs: -
Traits: Fleet of Foot (+2 movement)
Hp: 6
Movement: 9
Melee Hit on: 3+
Melee Damage: 1D6-1   Melee Armor Penetration: 5
Damage Reduction: 1
Skills: Hide 4 (+3) Sneak: 5(+3) Jump 2 (+2) Climb 3 (+2) Swim: 1 (+2) Notice (5+1)
Special Abilties: 1) Can switch from reversed legs to bipedal legs at will
2) Add +1 to all criticals caused by this creatures claws

Description: These creatures are unknown to anyone who wasn't on the ill-fated prospecting mission to the moon of *CENSURED*. The unfortunate prospectors had stumbled onto a system of caves just a few yards from their landing site and began exploring the tunnels in search of possible mineral deposits. They never knew that from the moment they landed on the planet, they were being followed. They never saw the assailants that tore them apart with knife like claws and devoured their corpses. All thirty prospectors were dead in under a minute. The only evidence of their existence was a remote video recording that the prospectors took while they were in the cave. This video was transmitted remotely to observer's ship in high orbit. What the video showed them was horrifying. Ruddy brown skinned, hairless creatures with seemingly caved in chests and claws as long as a kitchen knife climbing on the walls and ceilings with their reversed legs just out of the prospectors view, then butchering them in almost near complete silence. What disturbed the crew of the ship the most however, were the creatures gray and lifeless eyes. After returning to Colonial space, military officals had the crew executed and the videos taken to more secure areas. Better the public not know of these things, and maybe they could be put to more... useful purposes.

1597
DF Dwarf Mode Discussion / Re: Fortress styles
« on: April 02, 2009, 08:19:06 pm »
then how do we tell how ours are different?

Check the list above

But if you insist...
Mine are straight shaft down, right to the bottom
Third from bottom is bedrooms, second from bottom is food and dining rooms, bottom is tombs
First soil layer is workshops, all shops are in lines of 7 in a 11x4 room
farms are either on first or second soil, are farms are separate 5x5
all layers below are mines.
What Really sets mine apart from the forts I've seen is the layout.
All my levels are made of 4 3x3 tunnels going north,south, east, west. all straight.
most other people's forts are also more open inside, like greathalls and such. I NEVER do that.

Not very descriptive I know, but if i could post pics I would

1598
DF Dwarf Mode Discussion / Re: Fortress styles
« on: April 02, 2009, 07:57:50 pm »
howsabout you say what yours IS like?

Because stealing my own ideas is lame :P

1599
DF Dwarf Mode Discussion / Fortress styles
« on: April 02, 2009, 07:27:07 pm »
I've been looking at everyones fortress designs for awhile now, and I've realized something:
My fort design is 100% different from everyone elses.
If I knew how to take screenshots I'd show some of my forts.

I've noticed that:
- Most people's forts have large, fortified courtyards
- Underground areas are very open and cleared out, as opposed to my more cave like designs
- Most don't use all the z-levels/ use levels for multiple purposes
- living areas are just... odd to me, mine are more like living pods
- most don't use "shaft" style forts
- My idea of defences are totally different from most others

I'd like to hear about other people's styles and some pros and cons (so I can steal all your good ideas)

1600
DF Dwarf Mode Discussion / Re: Oh Boy!
« on: April 01, 2009, 04:32:49 pm »
i remember seeing a movie where somebody trapped multiple tentacle demons in wooden cage traps by lining the whole room with cage traps then rigging part of the cavern to collapse. when the cavern collapsed the dust knocked all the demons onto the traps. i'm not sure if it will work with sof's but its worth a try.

wait a minute how did you breach the hfs in the first month?

Odd thing really.
I had found the HFS by sheer luck, and decided to dig AROUND it. There was a second pit OUTSIDE the HFS. You can picture the rest

1601
DF Dwarf Mode Discussion / Oh Boy!
« on: April 01, 2009, 04:07:07 pm »
Just broke into my first batch of HFS. I did it accidentally in the first month. Guess what came out ???

Spoiler (click to show/hide)

Good thing I save scummed.

Any good ways of eliminating them? I'm thinking of diverting the river into the pit

1602
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: March 30, 2009, 03:06:48 pm »
Since I won't be able to work on the game for about another week or so, I figured I might as well talk about the two project I'll be doing once this one is finished.

First one after the current game is completed:
Isle's of Aranak (Medeival Fantasy): Takes place in the world of Aranak. A world of several large Island/continents and many smaller islands. There is a great amount of tension in the worlds politics due to the usurping of a country's throne by the religious patriarch of the country's monotheist religion. This new religios state is highly belligerent and intolerent to the already rare magical persons of the world. Several othe countries exist and are in opposition to this new state, but the situation is very tense.

Amusingly, the new states god is part of a groups of gods and is highly agressive and unfriendly, yet one of the least powerful.

Humans will be present, but about five original species will be introduced. Many of the monsters will be new and hopefully scare the shit out of you :P

The project after this will be:
After The End (Post Apocalyptic): Takes place on a planet I have not yet named. The people of the planet had destroyed their civilization through a chaotic war using all manner of biological and mechanical weaponry. Due to the use of these weapons the planet has gone through a period of rapid climate change, and the planets animals have almost all died out. The remaining life has been replaced by the myriad of bio-organisms that were used in the war. The survivors live in terror of these creatures and of other factions that live in the world all while seeking out greatly needed resources (most water is contaminated by enginereed bacteria and the food is mostly poisoned). Interestingly, most gear that is bought is very poor (spears, crossbows, etc..). more modern equipement has to be found, and the more futuristic stuff is only found in the deepest ruins and in secret bunkers.

Any comments?
And which one should I do First?

1603
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: March 26, 2009, 06:56:29 pm »
Okay, Grenade types

Frag (basic, you all know what it does)
Flash (Blind somebody, hopefully not yoursef)
Smoke (provides cover and concealment)
High Explosive (bigger boom)
Nail (Now THEY menace with spikes of steel!)
Toxin (varies, depending on whats in it)
Gas (also varies, but less lethal, more finesse)
Plasma (don't use it, it will likely kill you)
Impact (send everyone flying)
Inferno (fry everyone!)

and I can't remember the rest. I've got to work on that school project again as the professor wants everyone to do a re-written version.... Fuck.

1604
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: March 25, 2009, 07:20:38 pm »
12 types? Awesome, can we get a list?

Maybe later, I'm a bit tired.

Also, most of these grenades also come in rocket form as well. Have fun blowin yourselves up :P

1605
Forum Games and Roleplaying / Re: Looking for some general numbers...
« on: March 25, 2009, 12:51:23 pm »
Do you have a grenade that releases a deadly hemorrhagic fever virus in aerosol form? Like Marburg, or Ebola?

Toxin grenade.

Oh, i've been meaning to ask, What is up with all the penguin avatars? they're everywhere.

Also, no more grenade suggestions. I now have 12+ grenade types

Pages: 1 ... 105 106 [107] 108 109 ... 118