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Messages - Argonnek

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16
Of course! All are welcome to test their mettle against the horrors that lurk in the world of the Museum. Once Bralbaard is available, he'll put your names on the official list.

17
DF Modding / Re: RAW travesties: Invasion of the Two-Humans!
« on: August 17, 2015, 02:00:41 pm »

[USE_MOD_NOT] Yeah, I'm using a mod.... NOT!

[MOVIE_GOBLEN:1:F8] A biopic on goblin leaders?

[WORLDGEN_EXPAND_SOMETHING:vengeful bent only. It's been there since the dawn of time... something vengeful...

[AMBUSH_BY:DUKE] This is how I feel when nobles come a-knocking.

[ITEM_FORBIDDEN:NONE:NOTHOUGH:REPEAT_FACE:UNITVIEW_WORTHY] If you want to be worthy, you must use everything you have!

you look lamprey.] No, YOU look lamprey!

[COOK_FORGE] This is now how I'm referring to every oven I see.

[EAT_CLIMBER:28] But only climber 28. The others are fine.

[USE_LATCH:REPEAT:SPIKEMAN:body ink andra animal front live.  So I'll fish:clownfisherdwarf, young as pointeract, but your foreheads.] Gamzee fishes?

[TOOL_WHEELBARRACKISHWATER] I must see this.

[REORGANS:STATUS:REAR_STRETCH] "Intestines ripped out? It'll be fine, we'll just reorgan you."

[WORLD_GEN_USE: the LAND] What? Not the wate- the land, the LAND!

[SKULKING:MISGUIDED] It makes you look suspicious.

[DEMAN:marksdwarven milk opal into brain also calves ink andritic version to terring nicked talons (which can metal Marksdwarves instead angles] The worst part is that it seems to make sense...

[DEMON_NAMED_REASY:0:0] "Yeah, you won't be seeing Reasy anymore."

[MIGRANT:ALL:HOLY] Priests?

[BANDFIRE_CHILD_ATTACK] (actually legles.] What's a legles? Are the children legless?

[VOLCANISM_FEET:feet] Can this exist? Please?

[BERSERK_CARVING:EAR] The mad engraver?

[PET_LEFT:NORMOUSCORPSE] Damned inconsiderate of it.

[CITIZEN_LABOR:REPEAT] "Do it again!"

[PET_DODGE:ANT_ELEPHANTOID] Well, I certainly wouldn't want elephant-sized ants.

[ENGRAVEYARD:STONE:1] But only one.

And finally:
[VISION_DAGGER] If looks could kill...

18
Just because historical dwarves don't do something doesn't mean that it's impossible. Like Vattic said, there are exceptions on the individual level in real societies based on experiences, upbringing, etc. So I was thinking that this could be implemented for goblins and humans at the start, and when the transfer of knowledge and real-world effects from books gets implemented, a particularly "enterprising" fortress could import said knowledge and make use of the ceiling restraints to display hapless invaders. Then again, this might prove unpopular with the dwarven caravan.

19
You should translate for those who are interested, but you should mark those posts as strand extraction like this:
Spoiler: Strand Extraction (click to show/hide)
Code: [Select]
[spoiler=Strand Extraction]Post goes here.[/spoiler]

20
We aren't mad. That's a lot to translate, especially when you're already translating the stories that go along with the pictures.

21
DF Dwarf Mode Discussion / Re: Nothing more to catch... in the ocean?
« on: July 30, 2015, 04:48:33 pm »
There's a limit to the number of fish that live in the little area of ocean that your fort rests on, and any body of water can be drained of fish after a while. Sadly, according to the bug tracker, the fish in ponds don't regenerate, and it looks like that's the case with oceans as well.

22
I'm always happy to see more updates in this thread.

23
I, too, am still interested in my turn.

24
DF Dwarf Mode Discussion / Re: Bucket and some sawdust?
« on: March 25, 2015, 11:22:44 am »
Depending on your embark conditions, just having a statue garden (or some other meeting area) on the surface should be enough to cure the cave adaption. Once the adaption is gone, rainfall cleans up the vomit on the surface. If you don't have rain, then building a construction or a road as suggested above will get rid of the mess.

25
DF Dwarf Mode Discussion / Re: Libraries! Books! Knowledge!
« on: March 24, 2015, 04:29:19 pm »
I'm excited about libraries. I want to make a fortress with a vast library full of knowledge and original works from the world's greatest artists, poets, philosophers, and other knowledgeable people and starting hording the world's knowledge. The tides of war may kill the artists, but the art will survive within my impenetrable fortress.

26
DF Suggestions / Re: Post office
« on: March 08, 2015, 02:56:10 am »
Post offices are an ancient idea, but require a good deal of infrastructure to keep them effective. Decent roads, a stock of good horses (or other mountable creatures) for the messengers and some sort of address system for cities all play an important part in making postal services function. This means that only more prosperous civilizations will have dedicated postal services. That's not to say this isn't a good idea; I'm all for it. In fact, there could be some added depth because invading armies will seek out communication lines to sever, so the capital can only guess based on surviving reports what's going on in contested areas. It'll be interesting to see the effects of bad communication in play during Adventure mode.

27
DF Suggestions / Re: Dwarven Politics
« on: February 24, 2015, 06:01:02 pm »
I like kemoT's ideas here. The council of nobles sounds pretty similar to the way feudal systems were run, where the prominent nobles of the land would meet with the king to make decisions about things like war and succession. As far as I'm aware, the dwarves run on the feudal system, so this suggestion makes a lot of sense.

28
DF Gameplay Questions / Re: Weapon trap "Needs item."
« on: February 24, 2015, 05:36:13 pm »
Does your experience fit with this bug report?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6098

If the reports are correct, this could make you entirely unable to build new weapon traps in this fort. Uploading your save and linking to it (after making sure it's not a hauling or burrows issue) could be helpful for Toady to track down and fix the issue.

That does seem pretty similar to what I'm having. When I get back home I'll upload the save and link it there. I've ruled out hauling and burrow issues. It sucks that I can't use weapon traps... Oh well. Spike traps it is.
Try removing bins from your weapons stockpile and trying again in a little bit.

I tried that and it worked. I've also made the changes to the hallway itself. I can't remember why I made it three tiles wide...

29
DF Gameplay Questions / Re: Weapon trap "Needs item."
« on: February 23, 2015, 06:52:38 pm »
Does your experience fit with this bug report?
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6098

If the reports are correct, this could make you entirely unable to build new weapon traps in this fort. Uploading your save and linking to it (after making sure it's not a hauling or burrows issue) could be helpful for Toady to track down and fix the issue.

That does seem pretty similar to what I'm having. When I get back home I'll upload the save and link it there. I've ruled out hauling and burrow issues. It sucks that I can't use weapon traps... Oh well. Spike traps it is.

30
DF Gameplay Questions / Weapon trap "Needs item." [Fix found]
« on: February 23, 2015, 01:25:54 am »
I'm trying to make a trap corridor to quickly convert goblins into goblinite, but I keep getting hit with this frustrating message:


I've been getting this message every time I try to make a weapon trap (with two exceptions, as you can see) despite having plenty of both mechanisms and weapon components. Everything else in the "traps" category works properly, it's just the weapon traps that are causing me trouble.

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