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Messages - Man In Zero G

Pages: 1 ... 6 7 [8] 9 10 ... 15
106
Other Games / Re: Haven and Hearth Discussion
« on: March 30, 2013, 10:02:20 pm »
Well, this has shaped up to be a proper dwarfy embark after all, hasn't it?

107
Other Games / Re: Haven and Hearth Discussion
« on: March 30, 2013, 09:37:59 am »
If I can manage to keep a connection and not have any emergencies to distract me, I might be able to be a productive member of society today.

108
Other Games / Re: Haven and Hearth Discussion
« on: March 28, 2013, 11:58:53 am »
Island living is highly limiting, unless you're a hermit.

109
Other Games / Re: Haven and Hearth Discussion
« on: March 27, 2013, 06:18:04 pm »
Well I died.
Boar hiding behind a tree.
Didn't see him until too late.
But I led him away from the rest of you, instead of running back to camp and getting you all killed, so that's something.

110
Other Games / Re: Haven and Hearth Discussion
« on: March 27, 2013, 12:55:32 pm »
I started scouting southward, got lost, and somehow ended up way north of our starting point.
There's a couple smaller active-looking homesteads, and a large active looking Russian settlement north a ways staking out a big swath of land. North of it by a good walk is a body of water.
The land is pretty much all the crappy conifer forests and less-crappy conifer forests until I hit the water. A few grass clearings, but most of those were not particularly desirable, or were already claimed by the above mentioned settlements.
Unless you know for sure there's a closer body of water than the one I found northwards, we probably should build some carts to transport our loot before we go building boats for it. They carry four containers, but they don't carry boats. Just my opinion, man.



Oh yeah, I'm Ozwald in the village, don't kill me.

111
Other Games / Re: Haven and Hearth Discussion
« on: March 26, 2013, 09:04:55 pm »
I'm not entirely clear where we are taking that stuff.

112
Other Games / Re: Haven and Hearth Discussion
« on: March 26, 2013, 07:38:15 pm »
I haven't played this in forever. If the lag really is dead, I'll come back and give it a try again.

Last time I went loner and it was not pretty.

Edit: Well I'm there at werty892's camp. And apparently, I can loot the place too, for the most part, without any of the lawbreaker skills, so that's good. If only I remembered how to play.

113
DF General Discussion / Re: Dwarf Fortress research questionnaire
« on: March 26, 2013, 11:06:43 am »
Hot data, just handin' it out.

114
DF General Discussion / Re: Future of the Fortress
« on: March 16, 2013, 09:09:25 pm »

 And if skin and hair reanimates, what's to stop necromancers from just animating people's clothes and constricting people to death? If a severed limb reanimates, and skin reanimates, then logically any piece of leather, fur, or hide clothing should too. In fact, what's to stop them from just having people's dandruff stand up and burrow into their skull?


See, that's where the "pulping" comes in. Tanning the rawhide, cutting the tanned hide up into panels and stitching those panels into a shirt is effectively destroying the original skin - it is rendered into an object that in no way resembles it's original state. Which is, at the core, what the whole "pulping" thing is about. Destroying the animated object to the point it it unrecognizable.

For the record, I do not support reanimated hair's viability.

115
DF General Discussion / Re: Future of the Fortress
« on: March 16, 2013, 05:24:56 pm »
Some things have to be assumed, unless otherwise stated. For instance, waste and sex are implied though not specifically coded. Unless Toady says dwarves actually use some magical process to remove the skin completely intact from the animal, we must assume that they use the real life process of actually cutting the skin and peeling it off.

But... That's how skinning works in the real world. It's not like peeling a potato, they take the whole thing off in one big piece, usually with  like 1-3 incisions total:

Case skinning is a method where the skin is peeled from the animal like a sock. One would usually use this method if the animal is going to be stretched out or put in dry storage. Many smaller animals are case skinned, leaving the skin mostly undamaged in the shape of a tube.
Although the method of case skinning individual animals varies slightly, the general steps remain the same. To case skin an animal, it should be hung upside down by its feet. A cut should be made in one foot, and continued up the leg, around the anus and down the other leg. From there the skin can be pulled down the animal as though removing a sweater.
Open skinning is a method where the skin is removed from the animal like a jacket. This method is generally used if the skin is going to be tanned immediately or frozen for storage. A skin removed by the open method can be used for wall hangings or rugs. Larger animals are often skinned using the open method.
To open skin an animal, the body should be placed on a flat surface. A cut should be made from anus to lower lip, and up the legs of the animal. The skin can then be opened and removed from the animal.


So, yeah, when you're skinning an animal, you end up with one, big, animal shaped piece. Which, under "magic logic" means that a necromancer should be able to make a big hollow monstrosity out of it. I've always envisioned the animated skins killing dwarves by wrapping the dwarf up inside itself and constricting till he suffocates, sort of like reverse-wearing the dwarf.

116
Other Games / Re: Space Station 13: Urist McStation
« on: February 21, 2013, 10:27:29 pm »
Argh! Can someone explain how to use my headset?
Semicolon before what you want to say will use the general channel.
 ;Like this
If you've got a department specific headset, right click and examine it, it tells you what to type for the other channels you have access to, for example:
 :m This is the medical frequency
 :n This is science
 :u This is supply (cargo and mining)

I don't remember the others off the top of my head.

117
DF General Discussion / Re: Dwarf Fortress Talk #20: Feedback
« on: February 15, 2013, 10:41:46 pm »
By the way, what's the music that Ollieh plays? Is there a written form of it?

I thought the moving sound thread was called that because someone used *moving sound* as a sound effect in a comic?

I have no idea.  I had a recollection of it being moved from one subforum to another, but I could be mistaken about that.
Yeah, I vaguely remember that too but I don't think that's where *moving sound* comes from.

*moving sound* absolutely comes from a comic posted in that thread:
Part 4. Hope you guys don`t mind me sharing.

Spoiler (click to show/hide)

118
Nothing. Once I start a game, it absorbs all of my attention, to the point of losing the entire day to the game. I usually even forget to eat.

119
What is taken in each month for donations isnt even what I take in each month before taxes. My jobs about avg around here for someone without a college degree.Its getting difficult for me to survive with the costs of everything rising as rapidly as they do anymore.

The funny part of this is, cost of living is radically different depending on where you live.
Toady makes more in donations in the average month than my and my wife's combined income, and our family of four lives quite comfortably.
So, looking at raw numbers and implying Toady's not making enough to live on is silly. Obviously he is, or he'd do something else to make money for his survival.
It's all a matter of perspective.

120
DF General Discussion / Re: Dwarven Artistry Guild
« on: November 10, 2012, 09:12:06 am »
You could post it over in the Fan art competition! *Moving sound* thread in this subforum (it isn't really a competition, it's a repository of awe-inspiring fan artworks), or in Creative Projects there's +The Engravers Guild+. Or both. Either would welcome your fine artworks.

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