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Bay 12 Games Forum
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227
Other Games / Re: How did you last die?
« on: August 11, 2012, 09:24:12 pm »I think it was three rockets from helicopters and a couple grenade launchers, but I'm not sure.Spoiler (click to show/hide)
AKA every single moment of that mod, ever.
228
DF Dwarf Mode Discussion / Re: If you were going to upgrade your hardware to run DF better...
« on: August 10, 2012, 01:26:05 am »
DF can't use multiple cores. HOWEVER, you can dedicate a whole core to DF and put everything else on any other cores.
Ergo, a multicore would still be better than a singlecore even in this regard.
Ergo, a multicore would still be better than a singlecore even in this regard.
229
DF Dwarf Mode Discussion / Re: Creative Defense?
« on: August 10, 2012, 12:09:35 am »
I've had this idea for a couple days. An auto-reloading animal dropper.
First, let me show the basic set up via a crappy Microsoft Paint picture, and then i'll explain how it works.
Now, let's start off with the tower where the dogs are chained. Have female dogs chained on the top of that tower, with male dogs kept somewhere safe to spore-breed with the females up there. Whenever any puppies are born, they'll get washed off the tower by the water. Obviously the water is to be kept at a level so it's enough to knock the dogs off, but not enough to slowly suffocate the mothers with repeated drowning. Since the mothers will be chained, they shouldn't* be knocked off the tower, it's just the puppies that will.
There's two ways to go about this. Have the drop from the tower to the water be a long one if you want to employ corpses, or a short one if you want to employ living ammunition. Either way, living or dead, the puppies will then be swept away to where the retractable bridge is. Once you've accumulated enough canine ammunition, wait until the enemies are over the floor grates down below which mark where the puppies will go, and open the bridge. They will suddenly find themselves with puppies smashing into their heads and water knocking them down. If said puppies are still alive they can potentially fight against those enemies as well, causing further damage.
All the while, the water's draining through the floor grates and making its way back up to the main loop up top, thus avoiding any needless wastefulness. Simply wait for the dropper to be reloaded with more puppies and it can be used again.
This can of course also be used with other animals, preferably strong ones like alligators and such if you go with the "living ammunition" route. If using the corpses instead, you can just use cats or something.
*Correct me if i'm wrong in that regard, because if i am then this whole idea's pretty much null.
First, let me show the basic set up via a crappy Microsoft Paint picture, and then i'll explain how it works.
Spoiler: kind of a big picture (click to show/hide)
Now, let's start off with the tower where the dogs are chained. Have female dogs chained on the top of that tower, with male dogs kept somewhere safe to spore-breed with the females up there. Whenever any puppies are born, they'll get washed off the tower by the water. Obviously the water is to be kept at a level so it's enough to knock the dogs off, but not enough to slowly suffocate the mothers with repeated drowning. Since the mothers will be chained, they shouldn't* be knocked off the tower, it's just the puppies that will.
There's two ways to go about this. Have the drop from the tower to the water be a long one if you want to employ corpses, or a short one if you want to employ living ammunition. Either way, living or dead, the puppies will then be swept away to where the retractable bridge is. Once you've accumulated enough canine ammunition, wait until the enemies are over the floor grates down below which mark where the puppies will go, and open the bridge. They will suddenly find themselves with puppies smashing into their heads and water knocking them down. If said puppies are still alive they can potentially fight against those enemies as well, causing further damage.
All the while, the water's draining through the floor grates and making its way back up to the main loop up top, thus avoiding any needless wastefulness. Simply wait for the dropper to be reloaded with more puppies and it can be used again.
This can of course also be used with other animals, preferably strong ones like alligators and such if you go with the "living ammunition" route. If using the corpses instead, you can just use cats or something.
*Correct me if i'm wrong in that regard, because if i am then this whole idea's pretty much null.
230
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: August 09, 2012, 09:49:41 pm »A friend posted a photo of his baby. His unborn baby still in his wife's womb. A very realistic photo of an unborn baby that looks like a badly molded clay baby that's quite definitely in the uncanny valley. Really creepy.Could be worse. Imagine if he 'shopped on glowing red eyes and a caption that read "SOON."
Spoiler: You called? (click to show/hide)
231
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: August 08, 2012, 10:01:21 pm »232
Other Games / Re: Spacestation 13 *New Topic*
« on: August 08, 2012, 09:51:19 pm »Hmmm, would that be meta? Should a cyborg know the location of all the circuit boards on the map?
Not meta at all, far as i know. Cyborgs would either be programmed with full info about the station or ICly download the info from some central repository or something. Same way AI's have full knowledge. It's the regular meatbags that might be a bit more restricted in that regard, but then again the work shifts are supposed to be several months long with the actual game rounds starting like right near the end of them, so that's plenty of time to have gotten to know the place. Even people arriving later could've been briefed on everything or just looked up the info themselves.
233
Other Games / Re: How did you last die?
« on: August 06, 2012, 07:37:52 pm »I was an engineering cyborg, and there was little to no power in the station. Me and some other people tried to get the singularity engine working. When I tried to enable the last field generator, the singularity grew in size and started devouring things. I tried to pull a changeling (I didn't know he was one until we both died) away from doom, but then we were both devoured.
SS13, as usual.
Was that because someone turned it on while you were out there? If so, you gotta keep an eye out for those particles and the growing Singularity.
If it's because you turned it on and then went out to start the field generators, that's a very big no-no for the exact reason you just described. Get the field generators up, THEN turn the Singularity on, otherise you're just asking for trouble.
234
Other Games / Re: Spacestation 13 *New Topic*
« on: August 06, 2012, 07:30:10 pm »
I might've waited until i saw any monkeys being harmed before declaring the non-crew as hostile, but i think you still did fine.
235
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: August 06, 2012, 06:54:12 am »I think I just disembowelled a fly.Yes, perfect! Feel the rage flowing through your veins, for Khorne! Blood for the blood god!
FTFY.
236
General Discussion / Re: Bay12's Desktops
« on: August 05, 2012, 11:43:24 pm »Spoiler: Mild NSFW warning for any prudes (click to show/hide)
Incidentally, I consider this to be another excellent argument for not using icons.
That is a very excellent argument for no icons. Do you have any additional arguments?
237
Other Games / Re: How did you last die?
« on: August 02, 2012, 06:59:19 am »I believe it was napalm, lethal amounts of toxin, plasma, poly acid, smoke powder and chloral hydrate. In a large grenade shell.
Mother of god...
238
Other Games / Re: How did you last die?
« on: August 02, 2012, 12:49:42 am »
TAAAAANK!
Left 4 Dead.
Yo dawg, i heard you like !!FUN!!... but seriously, what mix did you use Angel?
Left 4 Dead.
He said it started fires...
Probably napalm smoke --> basicaly a thermobaric/incindiary mix?
Maybe some thermite/polytrinic acid?
Or maybe napalm-smoke-foam? That might glitch and make it spread napalm-foam-smoke that spreads napalm-smoke-foam that...
Yo dawg, i heard you like !!FUN!!... but seriously, what mix did you use Angel?
239
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: August 01, 2012, 02:21:53 am »That would take another two months, but yes.Well, yeah. Hell, I expect a mod that completely rebuilds the game so it identical to the original within 6 months of releaseTFTD conversion mod as well?
Don't forget Apocalypse, or as much as they can include from Apoc at least.
240
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: July 29, 2012, 11:53:40 pm »
METAL BAWKSES, SINDRIIIIII.


