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Messages - Gaulgath

Pages: 1 ... 18 19 [20] 21 22 ... 59
286
DF Dwarf Mode Discussion / Re: A modding question.
« on: June 16, 2007, 12:28:00 pm »
If you did manage to do that... well... fire means death for a fortress. Simple as that. Dwarves just don't recognize that it is scalding hot and touching it is bad.

287
DF Dwarf Mode Discussion / Re: A modding question.
« on: June 16, 2007, 07:43:00 am »
You can't. Don't you think that if modding were already this powerful, a lot more things would be posted/added?

288
quote:
Originally posted by BurnedToast:
<STRONG>

A few versions back I drowned every caravan and killed every merchant prince (or whatever I got) for something like 4 or 5 years and didn't get sieged.

Maybe it's fixed, or maybe you need the baron or something... but I've never heard of anyone getting sieged by the humans at all so I doubt it. I think human sieges just have to wait for armies to be working.</STRONG>


I remember Toady saying in the Dev log that he had humans sieging with soldiers mounted on horses. So maybe you need a certain population/the correct noble for them to siege?


289
DF Dwarf Mode Discussion / Re: decorated bag not considered as bag any more?
« on: September 23, 2007, 06:22:00 pm »
Wow, that was quite a bump. And no, there is no way to have your stout denizens to use the bags.

290
I remember one of the first times I went on a limited trap fort. All we had were, like, two stone fall traps at the entrance. The first siege we got was repelled without too much trouble, the second however...

Well, they brought trolls. They smashed through our doors without too much trouble at all. Now, the entry hallway is flanked by two rows of fortifications:

code:

   BBBBBBBB
   BBBBBBBB
------BB------
................
................
XXXXXXXXXXXXXXXX
................
D.g.g............D
D...g............D
................
XXXXXXXXXXXXXXXX
................
................

X = Fortification
D = Door
B = Barracks


Well, all hell broke loose when those trolls came through. Whatever military was there was butchered, and soon goblin archers were shooting through the northern fortification and picking off resting and sleeping soldiers. Trolls found their way into the barracks and began smashing our remaining soldiers. Amazingly, we were able to fend off the hordes with wrestling. The casualties were so high that I abandoned the fort, however.


291
DF Dwarf Mode Discussion / Re: Post images of your fort defenses here
« on: December 17, 2006, 09:35:00 pm »
I pity the fool who tries to storm that fort.   :eek:

292
DF Dwarf Mode Discussion / Re: Murder-holes?
« on: February 19, 2008, 08:20:00 pm »
quote:
Originally posted by THLawrence:
<STRONG>I've tried dropping things on dwarves and it doesn't effect them. I was dropping them from 2 or 3 stories above and they didn't even stun him.</STRONG>

...  :(

Understandable, I suppose. Odds are it won't hurt any other creatures either.


293
DF Dwarf Mode Discussion / Re: Murder-holes?
« on: February 19, 2008, 07:49:00 pm »
Ah! Curses! I forgot of the most obvious flaw to my plan! Regardless, work must continue. If it can't kill goblins, it will still be able to kill everything else.

The design:
(Z-level above)
   

(Z-level below)
 

Hmm... two z levels instead of one is a good idea. I'll need to make a building outside of sorts... but it might work.

[ February 19, 2008: Message edited by: Gaulgath ]


294
DF Dwarf Mode Discussion / Murder-holes?
« on: February 19, 2008, 07:29:00 pm »
Imagine the scene: goblins armed to the teeth are charging down your seemingly unarmed entrance halls, killing all that stands before them. It seems all hope is lost. Then, suddenly, *FWACK* Heavy rock blocks are dropped from holes in the ceiling, and one by one the green menace is crushed.

Stone fall traps? No. These are murder-holes.

code:
  
.,..,.,..☺D..,.☺D.,.,
         o     o
.......g.gg..g..g.gg

D = Dump
g = goblin
o = falling rock

Theoretically, these dumped items count as thrown. These should be able to hit and cause damage to any creature mis fortunate enough to come under one of these dwarf-powered traps.

The main advantage these have over stone fall traps is that they don't have to be manually reloaded by a mechanic. Plus you can use them whenever you want. Human caravan coming? Well they can safely arrive in your indoor depot safely. Elven caravan coming? Bombs away!

Plus you could throw down things like chairs and corpses at enemies for comedic effect!

This should all work, right? I'll have to do a test in one of my forts and report back with the results. Wish me luck.

[ February 19, 2008: Message edited by: Gaulgath ]


295
DF Dwarf Mode Discussion / Re: Stupid miners. [23a?]
« on: February 11, 2008, 08:44:00 pm »
Ahhhh yes. Those were the days.   :D

296
Wow, all those puns were something to marble a-

Gaulgath has been struck down.


297
quote:
Originally posted by Tyrving:
<STRONG>This thread rocks.</STRONG>

I think it's absolute schist.


298
DF Dwarf Mode Discussion / Re: My Fortress
« on: April 16, 2008, 06:02:00 pm »
quote:
Originally posted by Tayrin:
<STRONG>Artifact armor and weapons can be used in Fortress mode:

  </STRONG>


By Armok! That dwarf must be a complete tank in combat.


299
DF Dwarf Mode Discussion / Re: A song I wrote for Dwarf Fortress
« on: June 15, 2007, 02:06:00 pm »
quote:
Oh, and Gaulgath... I just noticed something. Your claiming to have engraved a Masterpeice Baywatcher... I've never seen that engraving in DF

"This is a masterfully engraved rendition of a Bay 12 Games and toads by 'Gaulgath.' The toads are laughing."

...sorry, couldn't resist.  :D


300
DF Dwarf Mode Discussion / Re: A song I wrote for Dwarf Fortress
« on: June 15, 2007, 08:09:00 am »
That was awesome, LSTAR!

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