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Messages - shadowclasper

Pages: 1 ... 52 53 [54] 55 56 ... 70
796
DF Modding / Re: Megabeast equippment.
« on: October 10, 2009, 03:50:42 am »
O_O

That is truly epic!

797
DF Suggestions / Re: 2012 aka Make old worlds interesting
« on: October 10, 2009, 02:43:59 am »
Well, what if the twilight age spawned different kinds of mega beasts. Rather than truly ancient beasts, you get the "new races." Aberations seeking to over throw the old races of the world.

Aberration: Massive fugly, monster that shouldn't exist, but does, comes with a bunch of mini-aberrations! and can spawn more of them!

Terrors: Think dragons, but spit acid and can fly. Also tentacle mouths.

Angels: Like those freaky ladies from one of the bad endings of Drakengard 1. The ones that wipe out humanity and stuff.

Riders: There'd always be 4 of these. They are mounted humanoids, one from each major race (Humans, Dwarves, Elves, Kolbolds), who generally ride around and screw stuff up. They can destroy -everything- even constructions. There is no defense against them except cold hard steel, and even that is garunteed. They destroy traps upon contact.

798
DF General Discussion / Re: Worldgen cookbook
« on: October 10, 2009, 02:31:35 am »
Would there happen to be a recipe for a map with nice long underground rivers (not the dinky little, "barely one tile long" ones I've been getting), alongside bottomless pits and magma pipes. I'm trying to find a nice map for the underworld challenge. (where you must flood the lowest z level with magma, as well as hallow out 3 z layers alongside the underground river and turn that z-level into a towercap forest. Beneath that EVERYTHING is hallowed out except for huge pillars you build your buildings around/onto.)

Any suggestions or seeds anybody has for a map that would help with this?

I figured out how to make a world of entire deserts.

The trick is, drainage changes a lot.  High drainage creates hills I think, low drainage creates flat area.  If I remember correctly, it may be the other way around.  I don't know why.  It might have to do with erosion.

After that just make rain low and temperature high.

Then I turned savagery up high and made 90% of the map evil.  I have yet to have a civilization survive for 400 years.  Hehehe.  Methinks I should tone it down a wee bit.

woa, all that's left is for someone to mod the game to add spice melange to the sand, and blamo, DWARVES OF DUNE

Also tunneling animals... that are really really really long.
I want a Dwarves of Dune mod so badly now...

799
DF Dwarf Mode Discussion / Re: Waterfall portal. Would this work?
« on: October 10, 2009, 01:09:27 am »
Great idea, I really want to try it... but would it cause pathfinding issues?  From what I understand of the mechanics, I think one of two things are going to happen.  Either nothing will attempt to go through the gate because they don't see a valid path through the water, or they'll walk right into the waterfall while it's flowing because when they originally found the path, it was open, and creatures don't seem to update their paths until something interrupts it.  This could prove disastrous FUN.

No, if you build a thin enough walk way, then you WILL have a situation where stuff gets knocked right off. It will be awesome. Watefalls usually produce enough preasure to knock stuff over that passes under it, so if a bunch of goblins try to pass along your narrow bridge... and get hit by the water fall... :D

800
DF Dwarf Mode Discussion / Re: A river challenge
« on: October 10, 2009, 01:08:30 am »
Ya want a SUPER mega bonus?

Make it the town of High Bridge from the Old Kingdom Series by garth nix.

The entire bottom of the map must be 1 huge river, you may expand if necessary. The bridge must be CONSTRUCTED, you may use stone for this, but on the very top it must be wood buildings. You may not use moats/drawbridges for the sides, but you MAY use them as gates provided you make it so it's nearly impossible for them to smash anything.

801
DF Dwarf Mode Discussion / Re: The Underworld Challenge
« on: October 09, 2009, 07:57:06 pm »
Oh, okay.

Does anyone have a map for this? The underground river should be 1 or two z-levels lower than the lowest surface tile on the map, and it also needs a magma pipe, and preferably, a Chasm. It doesn't need an HFS, infact, having HFS for this project would make it impossible, since aren't those located on the lowest z-level? and thus making a roiling sea of magma there when you have to worry about demon attacks is kinda a problem.

802
DF Dwarf Mode Discussion / Re: Looking for inspiring Workshops
« on: October 09, 2009, 07:48:48 pm »
Also, are those big rooms intended to look like swastikas?

Even if they are, it ain't the Nazi ones. He took the original kind that are a Sihk and Indian holy symbol.

As for my advice... hmmmm... problem is I don't remember how each workshop looks. You'll have a better time of it when the custom workshops come out next patch.

803
DF Community Games & Stories / Re: Ilarrash a prison colony
« on: October 09, 2009, 03:04:50 pm »
Hetros. 120

Hunter, bowyer, and Marksdwarf. Wanted for sniping Dwarves from lone cliff edges, taking their bones and fashioning them into crossbows and bolts he'd use to continue his sick trade. There are still many of his bows crafted from dwarven skeletons around on the blackmarket.
(Ambusher, Bowyer, and Marksdwarf Skills, should also have bonecrafting -enabled- but no skill points invested in it)

804
DF Dwarf Mode Discussion / Re: i know what i'm gonna do tonight...
« on: October 09, 2009, 02:11:37 pm »
your links are broken >_>; So I have absolutely no idea what the heck you're talking about...

805
DF Gameplay Questions / Re: Keeping mayor mayor.
« on: October 09, 2009, 10:36:41 am »
Also, make atleast 1 meeting area that is 1 tile wide. All your idle dwarves will congregate there and chat like mad. The more firends and relationships your mayor has, the more likely he is to be relected.

Just make sure he DOESN'T DIE! The guy most likely to cause an unhappiness spiral upon death is your mayor, or any past mayor.

806
DF Dwarf Mode Discussion / Re: Your favorite god.
« on: October 09, 2009, 12:48:41 am »
Wait a sec...

that makes it sound like... oh my me... WE'RE ARMOK :D

807
DF Gameplay Questions / Re: Would this work
« on: October 08, 2009, 09:44:50 pm »
Yeah. You'll have to build the cage, link it up to a lever and release it though, and before they die of hunger/thirst...

better than them being finished off by goblins ehn? Won't they keep beating up on downed dwarves until they're dead? I've never really paid attention to that myself, I just know that usually once a dwarf is knocked out, he's a dead dwarf unless I have marksdwarves arriving RIGHT THEN.

808
DF Suggestions / Re: Gates
« on: October 08, 2009, 09:43:22 pm »
Well, the way I see this is either it would be like vertical bridges. So you can have them retract or swing out/in. MORE WAYS OF ANNIHILATING STUFF!

Or, sizable doors that require Building Destroyer 2, not 1, to blow apart.

Really, I'd like these more because they could be used as moving walls. Seriously? How fun would THAT be?

Have them retract, or maybe even swing 90 or 180 degrees left or right, depending on how you build them. So I don't think it's redundant unless you make them "lets have a single door that takes up space"

Assigning "Watch Posts" where guards will hang out would also be interesting. You couldn't tell any specific guard to go to one, but they'd loiter around in those areas. That way you could have the fortress guard on site for disasters like "BERSERKING CRAFTSMAN WHO COULDN'T MAKE AN ARTIFACT RWAR!" or as early warning for thieves and such =3

809
DF Gameplay Questions / Would this work
« on: October 08, 2009, 09:36:01 pm »
Okay, lets say I fill a hallway with cage traps and station a squad there. Let's also assume whatever big bad is coming through knocks a few of my dwarves out without activating the traps (somehow). Would the dwarves then be sealed inside the cage traps, and totally safe from harm?

AKA: Could I use cage traps as an emergency PROTECT THE KNOCKED OUT GUY FROM FURTHER HARM method of protection?

810
DF Gameplay Questions / Re: Soldiers
« on: October 08, 2009, 09:17:09 pm »
The problem I´m having is that my marksdwarves are not training, as they were supposed to, since they are standing down. The archery range is there, untouched.

OH! Do you have wood or bone bolts? Or are they all metal? Because if they aren't bone or wood your dwarves refuse to use valuable battle ready metal bolts.

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