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Messages - Elliott_Thinas

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241
DF Dwarf Mode Discussion / Re: ASCII advantage?
« on: June 23, 2009, 06:05:01 pm »
I personally feel Toady actually did a great job with his ASCII choices. He didn't just randomly assign characters; walls look fine, beds and caskets make sense, bins and barrels look fine, even things like armour stands and cabinets look sort of like a top view of these items. Miasma and fire look awesome. Some items, like Ballistas, look AMAZING when they are firing. Most graphic sets don't even address the most abstract part; the animals, but once again, I don't mind those. A big capital D flashing green with cool fire shooting from it looks pretty damn intimidating to me!

242
The Early Winter Freeze and the Late Winter Thaw take many brave aquifer breaking miners from my forts, instantly and without warning.

243
DF Dwarf Mode Discussion / Re: Dwarf Fish
« on: June 22, 2009, 07:00:26 pm »
If he was pulled that means the tantrummers were in the river. Did they drown too?

244
DF Dwarf Mode Discussion / Re: ASCII advantage?
« on: June 20, 2009, 12:41:01 am »
I agree with Organ. Either way, ASCII or Mayday, things don't look the way they would in real life, which I think is the charm. I like to imagine my dwarves and what they are up to after reading about their inventories. A graphic pack to me is like the worst of both worlds; you lose the fun imagination of the ASCII but don't have the ability to see the dwarves for who they really are like a highly advanced 3D engine would grant one (not that I'm asking for that; I like the ASCII).

245
DF Suggestions / Re: Spies, thieves, and lies.
« on: June 20, 2009, 12:13:18 am »
Haha Fellblood I think your idea might already be in developement. I remember hearing about dwarves who would commit crimes other than failing noble demands, such as theft, or murdering their grudges. Maybe some dwarves would be born with a love for killing, and unless you put them into your army, watch out.

246
DF Adventure Mode Discussion / Re: NOES, MY SWORD
« on: June 20, 2009, 12:07:21 am »

Anyway, listen to this Dwarf Fortress joke.

Urist McSexyHammerMan hits the Female guard in the lower body!
The hammer is stuck in the wound!
Urist McSexyHammerMan twists the hammer!
Female guard has become overexerted!
Female guard has given in to the pain!
Female guard begins worshipping Urist McSexyHammerMan. A dwarf deity associated with creation, pregnancy and breeding.
Haha not this again. CHILDREN use this forum to level up their social skills

247
DF Suggestions / Re: Spies, thieves, and lies.
« on: June 18, 2009, 02:53:21 pm »
I think saboteurs making defective goods might be going too far. Saboteurs should do their work properly but in their spare time get ready for one big sabotage (i.e setting fire to the booze stockpile, breaking your floodgates, poisoning your well), at which point you would be alerted to the actions of the saboteur (although it would be too late to prevent the damage). The only way to avoid this would be to have your guards investigating various people and making good use of their judge of intent (vs. the saboteur's Liar skill).

248
DF Dwarf Mode Discussion / Re: Ninja immigrants??????
« on: June 17, 2009, 09:49:38 am »
I thought this sort of thing happens when your map is a rectangle; the entrance positions of sieges and immigrants is determined along the sides of a large square fit into the rectangle. Example: a 5x6 map would have a 5x5 square in it that immigrants might appear on the sides of. 1/4 chance that side will be in the middle of the map.

249
DF Dwarf Mode Discussion / Re: I think my world is too hot!
« on: June 16, 2009, 11:34:35 pm »
I've never tried any extreme temperatures, but is the temperature inside the same despite the enviornment? I heard on freezing maps dwarves inside can stay warm; on hot maps can dwarves stay cool on the inside?

250
DF Dwarf Mode Discussion / Re: Moving caged arena fodders.
« on: June 14, 2009, 10:13:14 pm »
Yeah, as someone said, generally if you put the pit close to the cage, they can throw them in. However, thieves and megabeasts will often escape during this, so they must have their cages placed within the arena.

251
I don't have a story, but I feel it is necessary for you guys to know that you can stop a dwarf from building on a certain side by designating a wall to be built there and suspending it.
You sir will become the new god of my masons. They will build statues in your honour. Prior to this information, a dwarf is trapped behind the wall of a mature fort, I generally check their relationships. Unless they have a family, close friends or a great deal of experience, they generally stay where they are as an example.

252
DF Dwarf Mode Discussion / Re: Merchants from hell (literally)
« on: June 14, 2009, 10:07:02 pm »
Haha this is the merchant world's punishment for magma powered depots.

253
DF Adventure Mode Discussion / Re: NOES, MY SWORD
« on: June 14, 2009, 08:42:19 pm »
Yeah generally if you lose it once you will lose it again because they have superior wrestling skill (if you knock them out its a completely different story though). Still, its good to grab it with your hand because then when you [A]ttack, you can twist the sword, causing pain and bleeding.

254
DF Adventure Mode Discussion / Cyclops' Defense Mechanism
« on: June 14, 2009, 08:37:22 pm »
After already polishing off two cyclops with ease, my human pikeman arrives to slay a 3rd. As we seek his cave on the mountainside, I am upset to see a spam of Giant passes out to pain etc. I don't like beating easy cyclopses! I was certainly surprised.
I find the entrance to cave is THREE Z levels below any point I can walk to. I leap into the air and tumble to the ground, breaking both legs with brown wounds to most of my other body. My drunks wait near the top (shouldn't drunks jump in!?! Cowards!). I drag myself around the cave, searching for the cyclops, but I am moving very slowly. I [T]ravel away, and come back perfectly healthy. I leap in again. This time, things are even worse. I break just about every bone in my body, crush my lungs or my throat or something and remain winded for about 30 tiles before suffocating.
Anyways, turns out that injured cyclops found a pretty great hiding spot as it destroyed my experienced pikeman.

255
DF Adventure Mode Discussion / Re: Castles in the village?
« on: June 13, 2009, 11:00:51 pm »
Lucky Gothmog. I always have to spend 20 minutes walking around an eleven retreat before I can find a druid to give me a quest. And I NEVER report back. I hate those stupid druids walking around their identical looking forests.

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