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Messages - Asehujiko

Pages: 1 ... 118 119 [120] 121 122 ... 145
1786
DF Suggestions / Re: Sliding walls/floors
« on: July 30, 2007, 08:14:00 am »
code:

X
X
X          ___
X           \X
X            X
X~~~~~~~~~~~~X
X~~########~~X
X~~#ò__@@_+~~X
X~~##>#####~~X
X~~##>#####~~X
XXX##+#####XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX

X
X  ########
X  #ó_____+_@@
X  ##>##### \X
X  ##>#####  X
X~~##+#####~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
XXX||||||||XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX


X=rock
~=magma
#=artificial rock
_=floor
@=dwarf
o=lever
+=door
>=stair
|=rail


1787
DF Suggestions / Re: Combined workshops?
« on: July 29, 2007, 01:01:00 pm »
Slightly offtopic, when can we make mechanisms from other materials?

1788
DF Suggestions / Re: Chasming Options
« on: July 30, 2007, 03:28:00 pm »
Afaik you just need the bookkeeper an not start the econ yet.

1789
DF Suggestions / Re: Slime based creatures
« on: July 28, 2007, 01:02:00 pm »
0 Acid slimes would be useful walking storages. Just let the smith stick the sword in, crawl to gate and let the soldier pull it out. If your slime-tamers suck the glob might decide to eat the solder as well.

6th lvl acid=new shampoo for mandating nobles?


1790
DF Suggestions / Re: Slime based creatures
« on: July 27, 2007, 01:55:00 pm »
Dwarves can wade through magma and get away with broken(wtf?) feet, i think that drinking from a battery won't do anything worse then cause them to vomit a bit more.

1791
DF Suggestions / Re: Slime based creatures
« on: July 27, 2007, 04:06:00 am »
WoW slimes are just as harmless as any other creature.

Noteworthy exeptions:
Gnomeregan slimes leave a 150dps poison cloud after they die.
AQ20 slimes are NOT to meleed by anybody exept the tank.
Viscidus should not be attempted without the whole raid having 315NR, even at 70.

About DF slimes:
Perhaps we should have degrees of corrosiveness. 2 for example takes a week or so to eat an average weapon where 5 can devour anything simply by bumping into it.

0 Things stuck in this are stuck untill somebody gets them out. Unlucky adventurers will most likely starve.
1 Slowly desintegrates content over the course of years.
2 Desintegrates at a moderate pace.
3 Semi corrosive. Damages armor with wrestling holds etc.
4 Destroys armor at a fast pace and causes considerable flesh damage.
5 Highly corrosive. Capable of damaging armor and flesh alike simply by getting in contact with them.
6 Coming in contact with this has the result of a bucket of sulphuric acid being poured over your adventurer.

I think it would be hilarious to have a chasm where you put alot of things in, and one day a 0 corrosiveness slime comes out with each of those items stuck in its head.

Once wizards are in, realy evil ones may deploy highly corrosive slimes to melt themselves through the rock as a type of miners.

Or, you find several unnaturaly smoothed tunnels going through your fresh fort. But there are no legends of anything living here. Only a small goblin caravan that disappeared without a trace. The only clues are two words carved in the rock, that in goblin tongue read "it burns". It looks like something tried to erase them by pouring acid over it, but failed to remove them completely.

Would you dare to build a fort there?


1792
DF Suggestions / Re: Adventure : Turn off Annoucements
« on: July 22, 2007, 12:41:00 pm »
My biggest gripe with the ammouncement system is that there are often multiple swordsmen, goblins etc that tend to give confusing results.

1793
DF Suggestions / Re: Fire!
« on: July 22, 2007, 12:44:00 pm »
Fire in fortress mode is in already. However, at the moment it means near certain doom for your fort because dwarves don't care if an item is burning, and they will incenerate themselves by trying to pick it up.

1794
quote:
Originally posted by The-Moon:
<STRONG>Such as a +5 strength or a +5 mining skill.</STRONG>

Why the hell would there be a fungus that makes you better at swinging a pickaxe the moment you ate it?

I always found those random skill increases dumb in pretty much any rpg and i don't want them anywhere near my DF.


1795
DF Suggestions / Re: DF and IVAN's 3d mode
« on: July 23, 2007, 02:33:00 pm »
Personaly i think that ivan's 3d more looks retarded. More like some very old beta of runescape 3d.

1796
DF Suggestions / Re: Let us start out with the wagon?
« on: March 05, 2008, 10:21:00 am »
More like a monster truck rally with more booze.

1797
DF Suggestions / Re: War and Slavery
« on: July 17, 2007, 10:57:00 am »
What will a country do if the living conditions of the slaves is better then the conditions at home?
For ex:
A human town has been under martial law for ages because it's so close to the goblin borders, everybody is forced to work double shifts to supply the army, there are very strict rules and any violation results in death. Most houses are destroyed by goblin catapults and the people live in tents because they can't leave their post in the forges to go rebuild them. That cililization goes to war with you, you sack their border towns to let the goblins in and make off with the population. Once they are at the fort, they get a 2 room appartiment, enough booze to ensure maximum productivity and get to do much lighter work like farming then they are used to at home.

Elves will be employed as woodcutters or traded for logs on a treeless map.

Humans get traded for booze.

Goblin child snatchers get put in a cage between the bag stockpile and the nursery. Ontop of the cage will be a sign, "SNATCH THIS, B*TCH". Kobold thieves will be use to decorate the coin vault in a similar fashion.

Other dwarves are traded for more booze.


1798
DF Suggestions / Re: Rail system?
« on: July 17, 2007, 11:02:00 am »
Kittens can kill giant toads so why can't a fully grown cat pull a wheelbarrow?

1799
DF Suggestions / Re: "Justice" nobles and Thief enemies
« on: July 14, 2007, 01:55:00 pm »
Dismembering craftsdwarves is far less risky work. IIRC, the hammerer runs away from enemies.

1800
DF Suggestions / Re: 3D mining, Flows, and Ideas
« on: July 13, 2007, 11:36:00 am »
Grates should also allow projectiles to pass through.

reason 1: They are basicly fortifications in the floor.
reason 2: The hilarity of a balista bolt coming out of the sewers with human siegers hiding in and instagibbing nobles.


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