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Messages - tfaal

Pages: 1 ... 18 19 [20] 21 22 ... 36
286
DF Announcements / Re: Dwarf Fortress 0.31.09 Released
« on: July 10, 2010, 08:56:05 pm »
I think something went wrong with the mac download. All I know is, there's an exe in it, and that just ain't right.

287
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 08, 2010, 04:01:39 pm »
Do falling items hurt living creatures if they land on the same tile? I have a long shaft leading down to the magma sea where I'm setting up a forging operation, and a lot of ore on the top of the shaft. Do I need to cancel dropping ore when I reclaim it, or can my dwarves be safe despite the shower of rocks?
While dwarven, rock showers probably are not good for your Dwarves' health.
This is incorrect. Currently, falling objects have no capability to harm creatures.

288
General Discussion / Re: Homeowners CAN be sued by burglars
« on: July 08, 2010, 08:54:00 am »
You sound like some GI shipping off to the Philippines who's never seen action and won't stop talking about how many Japs he's gonna kill.
I agree.

Sonerohi, how old are you?
I don't think this is a helpful line of inquiry. Maybe this point would be better made with statistics on the psychological condition of self-defense killers, compared with their initial feelings on the matter? If that can't be found, perhaps we could find some studies on veterans who have killed, which seems like a similar situation. That is, a normally terrible act, potentially justified by circumstance. Anything that won't turn this into a macho devil-may-care pissing contest.

289
General Discussion / Re: Homeowners CAN be sued by burglars
« on: July 08, 2010, 12:03:43 am »
One thing that I feel has been left out of this discussion is how killing an invader will affect you, the homeowner, from a psychological point of view. I don't know about you guys, but I'd become a complete fucking wreck if I ever killed a guy, and it'd take a whole lot a therapy to get me back to stability. I think I'd rather just let him take my stuff, rather than risk that.
EDIT: Silly grammar mistake that I didn't notice late at night.

290
DF General Discussion / Re: Pathfinding question
« on: July 05, 2010, 08:31:04 pm »
Alternatively, just build a structure like that into one of the hallways of your fortress, and see which way the dwarves go through; no levers needed.

291
DF General Discussion / Re: This is insane.
« on: July 05, 2010, 08:27:42 pm »
I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.
Sigged.
...
Oh, I'm supposed to contribute something to the thread, aren't I? Well in that case, I would love to see a monitor set up for one of these. Not sure how practical that would be, but if you could get a game of Pong going at a few seconds per frame, I'd be quite satisfied.

292
Life Advice / Re: Awkkkwwarrd.
« on: July 05, 2010, 04:30:19 pm »
More fun.
More funny. Also, there's no precedent to indicate that "funnier" isn't a word. Healthy, healthier; nasty, nastier; etcetera. As a side note, this thread is hilarious.

293
I think I'd like to play AS a villian/night creature. You know, roaming from town to town, converting the population into horrific creatures at my command? Eventually I'd have a "Children Golem" division for extended psychological sieges.
That could be doable, given these bits:
Quote from: Adventurer Role: Slayer of Night Creatures
  • Curses and exposure
  •      Can be cursed by night creatures when you put them down
  •      The slaves of night creatures could have extreme effects from proximity that also affect you if you make a business of hunting them


294
So, what kind of roles would you guys like to play as an adventurer? Obviously, we'll play all of them as they get implemented, but what features are you looking forward to most? I'm quite excited about the stuff under "Villians" and "Adventurer Role: Treasure Hunter". Actual challenges are going to be a blast.

295
Yeah, steel is usually defined by a small amount of carbon in the mixture. No one uses pure iron, because it's extremely soft. Adding bits of glass called slag to the mixture creates a metal called wrought iron, which is stronger, has a noticeable grain to it, and is what people usually mean when they say "iron". However, bronze is still a stronger metal than wrought iron. The iron age came after the bronze age, because improvements in metallurgy made the production of iron and steel -- which is stronger than bronze -- more cost effective, and because of a rather sizable tin shortage which drove the price of bronze up to an unmanageable height.

296
I'm really looking forward to the
Quote from: Development Lists
Ability to perform decisive attacks on unsuspecting or heavily injured opponent (a cow being slaughtered, for instance)
While that's designed for livestock, if it's handled right it should make finishing up fights less like tenderizing meat with a sword.

297
yeah, that

also this
Plows I could see. They're large enough and you'll need relatively few of them. Could probably fall into the siege engine system.

298
DF General Discussion / Re: So I'm drowing in copper
« on: July 01, 2010, 08:10:54 pm »
Yeah, we're really short on metal megaconstructions. You can make it bigger if you make it hollow, like Liberty, but I can see the dwarfiness in making it solid, too. Your call.

299
Wow, thanks Foot! Really nice overview of the idea.

300
DF Suggestions / Re: Digging Invaders
« on: July 01, 2010, 04:34:14 pm »
Digging siegers will be an init option, according to Toady. So either turn them off or build your military if you don't want your fort defaced.

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