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Messages - NewoTigra

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121
DF Dwarf Mode Discussion / Colours
« on: October 31, 2009, 05:34:38 am »
Is there a 3D viewing utility that shows wall in colour? If so, which one?

The reason I'm asking is because I decided my current fort needs a gigantic wall in front of the main entrance, with a small hole in the bottom for caravans to go through. To make this wall even more imposing, I was thinking of making the entire thing out of limestone / obsidian, then certain tiles with either gold or bauxite to create, in essence, the words 'screw you' on the front of the wall.
Why? Because it'd look pretty damn cool. And the effect on goblins psyche (imagined) would be rather awesome.

Gobbo #1: Shall we invade 'GlassWinds' again this year?
Gobbo #2: Lets see...that's the place with the balistae battary, the 8 legendary markdwarves and 20 legendary wrestlers / swordwarves / hammerdwarves, and the huge wall that says 'SCREW YOU' on the front?
Gobbo #1: Yeh.

Gobbo #1 has been struck down: Too dumb to live

Alternatively, make the wall hollow, and replace the different colour lettering with Hatches, all linked to one lever. Then fill the wall with magma. hehehehe...

122
DF Dwarf Mode Discussion / Re: Smokestack?
« on: October 30, 2009, 07:35:44 pm »
Presumably all the coke in said bins would catch fire, creating a helluvalotta smoke.
Do it.
And post video.
For Dwarf Justice ;D


And then dump several kittens / goblins in there too. Also for great Dwarf Justice.

Note to Self: Introduce this into my 30z pit of doom (with masterwork spikes) for extra superkilldeath power.

123
DF Adventure Mode Discussion / Re: Cool things you just noticed in DF
« on: October 30, 2009, 05:48:36 pm »
Looking up my old forts in legends, I found out that all Sieges are named. One of my forts was ended by 'The Siege of Pillows'. 54 Dwarves died.

124
DF Dwarf Mode Discussion / Re: Do you spoil your starting 7?
« on: October 28, 2009, 08:07:26 am »
Hit a huge deposit of iron in first year, got magma powered metalworking up and running, cranked out a ton of armour and caused a fortress wealth explosion.
This + orc mod + Civforge = constant siege for the last 8 years. I have 12 dwarves, 5 of which are children.

As I have nothing else to do (save for the orbital magma cannon) they each have 'rather nice' rooms. Something around 10x10 bedroom, 8x8 personal dining room, and a 5x5 office, each filled with masterwork iron furniture.

The dwarves are somewhat happy.

125
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: October 27, 2009, 08:40:31 pm »
I gotta say the rotting corpse as a god is epic.


*whistles innocently*coughcoughWH40kcough

126
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 27, 2009, 07:58:41 pm »
In the first month I hit a huge deposit of iron and a magma pipe right underneath where I was placing my workshops. Bit of a wealth explosion.
Its been 9 years of game time since then, and I have been under constant siege the ENTIRE FREAKING TIME1. It's beginning to get annoying. No immigrants at all, making it the opposite of every other fort I've played.
I do, however, have a legendary+5 armorsmith, and several sets of masterwork steel armour, each studded with silver. If only I had some soldiers to wear it. Only one couple in the fort, with 5 kids so far. Each of the 7 starting dwarves is legendary in multiple skills, so I don't really want to lose any of them. Once the kids grow up I can maybe start a military. (Yes, that means that 5 out of 12 dwarves in the fort are kids, 42%)

For the meantime it's just a waiting game, that and the massive floating (held up by a single staircase) platforms of Doom that cover the entire map.
Currently assembling orbital magma cannon and making sets of masterwork silver armour2 for when I have a fortress guard.

1orcs, + civ forge mods = lots of sieging races.
2because I can. And I'm a bit bored.

127
DF Adventure Mode Discussion / Re: Your most epic moment of win!
« on: October 27, 2009, 07:31:34 pm »
How do you throw someone so that they fly directionally and not just fall down where they stand?

Pretty much just luck. Strength / Wrestling skill might help though.

128
DF Adventure Mode Discussion / Re: Your most epic moment of win!
« on: October 27, 2009, 01:39:41 am »
The guy you throw needs to hit something. Usually a tree or wall. If thrown hard enough, they can lose limbs (explode?).

See golfing hammer damage for other details.

129
DF Suggestions / Re: Making HFS scarier
« on: October 26, 2009, 04:49:10 pm »
hehehehe...

I wonder...what would adding the [DEEP] tag to EVERY stone + layer do? An entire world filled with HFS? Surely a recipe for Fun.

130
DF Adventure Mode Discussion / Re: Your most epic moment of win!
« on: October 26, 2009, 04:33:33 pm »
For some reason I added in chainsaws. Not really 14th century technology, but too fun not to. Basically just an axe with gore damage.

Playing in adventure mode I started with one of said chainsaws. I decided the best way to start off a new adventure was to slaughter the entire mountain home I started in.
Halfway through this blood-soaked task, I was interrupted by the dwarf Queen. Apparently she killed a giant at some point.
I have to say, it's probably true, as she broke my leg with her first punch. Out of desperation at being so hopelessly outmatched, I threw the chainsaw at her.
Awesomely, it managed to cut her in half. I then proceeded to pick up both pieces of the corpse, and limped around the area, killing everything I saw by either pummeling them with the corpse, or throwing blood and body parts at them. I decapitated a peasant with blood. Somehow.
Eventually a lucky guard cut off my arm, and then dismembered me once I fell unconscious. It was fun while it lasted.

The best part of it for me though, was imagining the psychological trauma the dwarves were going through while I killed them.
If they had survived they would have definitely developed some kind of psychosis from it. Being beaten (nearly, if they survived) to death with the corpse of your ruler tends to cause that sort of thing.

131
DF Modding / Re: Problems with modding weapons
« on: October 21, 2009, 04:29:11 pm »
Gore damage is apparently a cross between slash and pierce damage.
It can both sever and rip into internal organs, usually the latter for some reason.
Almost always causes heavy bleeding.
So fun to use...

132
DF Suggestions / Re: Bigger Siege Engines
« on: October 21, 2009, 04:08:46 pm »
I'm beginning to think 'better siege engines' might be a more appropriate title by this point.
To expand on the original post, what I was aiming for was a) more variation in size of Siege Engines, with associated advantages and disadvantages,
and b) a wider choice of ammunition, specifically for catapults.

After reading through this I agree: A Trebuchet does sound like an awesome idea. The mechanics of making one work in-game would be somewhat complicated though.

133
DF Modding / Magma Carp
« on: October 18, 2009, 08:39:41 pm »
Magma Carp.
I'll leave you to think over that idea for a few minutes...


...Ready yet?

Right, so my goal here is to have carp swimming around happily in magma pipes and pools, because fire imps aren't strong enough to cause problems, and fire men are too rare.
How would I go around making it so they will appear in Magma pools like regular carp do in rivers?
Everything else I've pretty much worked out...except how to survive them.

134
DF Suggestions / Bigger Siege Engines
« on: October 18, 2009, 08:34:39 pm »
forgot about making anything smaller, that simply makes it less deadly. What we should be doing is making it BIGGER!

Mainly, siege engines. I want it to be possible to vary the size of catapults and such like, something along the lines of 3x3, 5x5, 9x9 etc. Bigger siege engines should of course use more parts, maybe making use of the 3x3 requires 3 parts, system already used.

A larger Siege Engine should have it's own advantages and disadvantages of course;

Pros
-able to fire more / nastier projectiles
-larger range?


Cons
-takes up more space
-should take longer to load / fire
-bigger is not always better


I suppose I just want to make siege engines more useful as a whole. There's something appealing to me about them, maybe just the fact that ballistae arrows are basically just sharpened trees, being fired at high speeds.
On that note, bigger ammo to go with bigger engines? if 1 set of logs = 1 tree = 1 arrow...
The end result of this line of thinking will probably entail firing an arrow the size of the map at invaders, so I'll stop now.

135
DF Modding / Re: Catman Civilisation
« on: October 17, 2009, 09:29:48 pm »
Possibly. I may also upload the new version I just made which actually WORKS.
in other news, I now realise what was wrong with a few other graphics things I have, and am going to spend the next hour or so fixing them  :P

UPDATE: FFFFFFFFFFFFFFFFFUUU....
I tried what I thought fixed these graphics on the other broken ones. They still don't work. And I can't remember exactly what I did.
**** it, I'm going to sleep.

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