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Messages - Quantum Toast

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121
DF General Discussion / Re: Down is the new Right!
« on: April 24, 2010, 03:35:15 pm »
So when is Boatmurdered and Copperblazes going to be remade in 0.31.03? :D (reread Boatmurdered the other night, and kept waking the dead I was laughing so hard. One day, I'm going to buy a printer and some cartridges, just to print out the best DF stories like BM, CB, etc... I know of three completed, and one still ongoing that'll get their own bindings. )
lets print the first DF story book in history of dwarvenkind 8)
Dwarven storybooks are carved into the walls.

122
Usually a little way inside, in a room off to the side from the main corridor. Latest one's up on the surface (first fort where I haven't had a hillside to dig into, and I didn't bother making ramps down), but still inside the walls.

123
DF Gameplay Questions / Re: Starting stone types in 40d
« on: April 23, 2010, 04:06:21 pm »
I believe it's a list of all the stone types available to your civilisation.

124
DF Dwarf Mode Discussion / Re: I must have wood logs!
« on: April 21, 2010, 06:54:08 pm »
Toy axe, actually. It took 61 logs before I figured out what was going on. He wouldn't start because the workshop was outside his assigned burrow. Well here it is:
How can someone compress 61 logs into a toy axe?
It's actually made of sawdust. All the rest is set aside for throwing into elves' faces.

125
DF Gameplay Questions / Re: The Little Questions Thread
« on: April 21, 2010, 12:48:38 pm »
IfI remember correctly,

everything made of bronze is really deadly now,
due to the high weight of the brionze weapons.

Just a reminder, this is for 40D versions, not DF2010, so this statement is inaccurate for 40D.  Iron would most likely be your best bet from what you have.
Except for that steel maul, which should be better than the iron one.

126
DF General Discussion / Re: What turns you off about DF?
« on: April 19, 2010, 05:45:55 pm »
Hmm... anything I can do about it?

It's true that once I open the bridge that's blocking them, the FPS shoots back up.

That's because they're no longer pathfind-spamming.  They found a path and are following it.  Set a guy to pull that lever on repeat.  Eventually it'll smash some demons.
Aren't they immune to atomsmashing anymore?

127
DF Dwarf Mode Discussion / Re: Gondor
« on: April 16, 2010, 03:38:12 pm »
How do you plan to make flaming nobles jump off the top level?

128
Fuck if only the game could generate mountain homes that looked like that.
The day DF can generate stuff like this automatically is the day DF stops needing us to play it.

129
DF Dwarf Mode Discussion / Re: Lightly Dusted
« on: April 15, 2010, 04:52:42 pm »
Everyone knows dwarven livers fail due to alcohol deficiency.
Alternatively, if the dwarf doesn't drink enough alcohol, their liver does nothing except schedule meetings with their brain to complain about the lack of work.

130
DF Suggestions / Re: Nothing Sacred Left: Add Sewage Already
« on: April 15, 2010, 04:48:18 pm »
It's really not necessary, nor useful. Just another annoying burden.
You're against annoying burdens and you play dwarf fortress?
I'm against vulgar annoying burdens.

I mean, SOMEONE would build a drowning trap that runs on sewage. And that's just wrong.

Yes, someone would.
Me.
Failing that, it'd be something new to try pouring down There.

131
DF General Discussion / Re: Applying dwarfy logic to D&D.
« on: April 13, 2010, 05:11:21 pm »
Honestly DF is a great map maker because making a fortress leaves you with a more logical dungeon where the items the adventure encounter all have a purpose.

DM: You see a pile of miniforges.


It certainly is!

Take a booming fortress. Then abandon it. Age it a few hundred years. Wood rots, metal rusts, mechanisms may no longer work, the occasional tunnel may collapse. Some flood may happen in the lower levels.

Basically just take a booming fortress, then in your mind, have it be aged, abandoned, and damaged by time. Maybe some animals, but figure in the entrance traps worked to keep away the sentient looters, so things may have been moved around but everything is still more or less in the right places still.

Makes for awesome D&D dungeons.  :D The randomly generated stuff is just junk, all random, all purposeless.

You are in a maze of twisty corridors, each one identical.
As an added bonus, watch the players try to work out the meaning of all the engravings of cheese, circles and screaming horses.

132
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 13, 2010, 04:58:27 pm »
MANDATE: Make slade items (3/3)

 >:(
Get him some CDs.

133
hmmm.. what would a dworf evolve into???
Ironblood or Morul.

134
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: April 11, 2010, 12:07:31 pm »
And so many vegetables on that thing, vegetables aren't food, vegetables are what food eats!
Would it help if you had an elf in a cage to watch you eating plants?

135
DF Dwarf Mode Discussion / Re: FPS vs. Speed
« on: April 10, 2010, 05:10:22 pm »
2GHz AMD, seems to average 100 FPS on my newest (5x5, I think) site. I think I usually get 20-30 on more developed forts.

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