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Messages - o_O[WTFace]

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541
DF General Discussion / Re: Na'Vi and Humans are Elves vs Dwarves
« on: March 08, 2010, 04:00:30 am »
Humans: Migrate to the place, infinite in quantity, die by the fortressload, unlimited firepower. 
Navi:  Hippies that abuse overpowered ranged weapons :P

So I would tentatively say yes, depending on their level of magma resistance/flammability and their rope reed cloth production capacity. 

Also, that movie was epic but I'm going to be disappointed if the sequel(s) don't end with them as the mascots of Pandoraland themepark.  Seriously learn to technology and get a job.

542
DF Gameplay Questions / Re: Desalination not working?
« on: March 08, 2010, 03:35:19 am »
Good question, I tried desalinization a couple days ago and I couldn't get it to work either.  I bet the wiki is out of date.  Or maybe it has to already contain some fresh water? 

543
DF Gameplay Questions / Re: A question about Clowns
« on: March 08, 2010, 03:31:47 am »
One balistac missile should take out anything, just make sure you have a trained operator and get all the clowns in the hallway before transmitting the launch codes.  Alternatively just darken the sky with bolts like Quietust said.  !!clowns!! are the only truly dangerous ones, the other ones are more or less Orcs (spear orcs, in the case of depravity flavored clowns). 

544
Fisherdorfs brave death every day, just to haul in some turtle shells for their moody friends.  He probly saw the Titan and was like "sweet maybe I will get injured and not have to brave the carp pools for a while" 

545
DF General Discussion / Re: Arena Mode Fight Club
« on: March 07, 2010, 06:10:25 pm »
I think I might have to participate in this, especially because I'll probly be in that magical space between college and a full time job. 

546
DF Gameplay Questions / Re: Marksdwarves not following order
« on: March 07, 2010, 05:58:44 pm »
They were likely trying to rush the enemy but couldn't find a path.  Set them to stay close to station and ensure the battle is over before they start to dehydrate. 

547
DF Gameplay Questions / Re: Glowing Pit
« on: March 07, 2010, 05:50:26 pm »
http://www.bay12games.com/forum/index.php?topic=37294.0

the greatest embark ever to grace dwarfkind. It has:
- All civs
- Flux
- Aquifer
- River (Brook "Frogwisp")
- Underground River
- Underground Pool
- Magma Pool
- Magma Pipe (Exposed Volcano "The Slow Volcano")
- Chasm (Exposed with a waterfall midway down... wtf? Screenshot below)
- Bottomless Pit (Exposed)
- HFS
- Sand
- Trees (Few)
- Sedimentary Stone (Shale)
- Economic Stone (Marble, Lignite)
- Bauxite
- 83 z-levels to play with
- Elves at WAR (With civ "The Rosy Hatchet" - a fitting name :))

I use Dig Deeper with it.

!!!!!! every feature plus a bugged waterfall.  My brain am mangled, thanks for the link. 

548
DF Dwarf Mode Discussion / Re: Water Training with the Military.
« on: March 07, 2010, 05:43:56 pm »
I believe they can't really do anything* and swim at the same time, so you trade training time for swimming time.  Still a good idea though. 

* I once ordered a 4 wide moat dug on embark.  My 2 miners fell in soon after.  Despite assigning water source zones, dumping booze barrels on top of them and ordering them to dig out more space to drain the water, they eventually both died of dehydration

549
DF Dwarf Mode Discussion / Re: I just don't get coins.
« on: March 07, 2010, 05:40:15 pm »
Yea since item restacking doesn't really exist and dwarves can only carry one stack at a time, bad things happen.  Its like cats but worse because the coins trick the dwarves into helping them reproduce.  After a while a stack of 200 coins becomes 200 stacks of 1 coin.  Its like some sort of communist parody of the post-industrial economies where everyone spends all their time counting coins and trading leveraged derivatives so no one actually has time to go and produce anything. 

A locked vault of coins is just like the credit economy, except everyone tries to path there but can't. 

550
DF Dwarf Mode Discussion / Re: Need ideas for caged goblins
« on: March 07, 2010, 03:41:26 am »
+1 respect point if you can turn a gobbo back into each one of its component parts.  I think the highest I have ever done is like 6 out of 10 or 12.  Also, see http://www.bay12games.com/forum/index.php?topic=50624.0

551
DF Dwarf Mode Discussion / Re: What to do with a kobold?
« on: March 07, 2010, 03:37:21 am »
-Arena... Who will win, 2 kobolds and 3 goblins or a skeletal triceratops?  My fort is going to find out once I breach the aquifer and start real excavation. 

-Noble executioner

-Spartan Elementary School... remove the kobos dagger and drop unneeded children in a 1x1 pit with it.  Either the kid gets a head start wrestling or you get some FPS improvement.  Consider dropping the kobalt 3-5 z levels first. 

-Bone crafts for the bone crafts god... either toss it onto a trap with lots of axes or discs, or uncage it infront of your champion hammerdorf.  Either way, one kobalt becomes a handful of bones that can each make 3 crafts. 

-Dining room decoration

-Unleash it upon the elves as a proxy soldier.  They might just stand around trying to path through stuff instead of fighting though. 

-Think of something even better!  Combine fire, glowing pits, cast obsidian, duels and z levels in a unique way.   

552
DF Dwarf Mode Discussion / Re: Dissapearing pig tail seeds
« on: March 07, 2010, 03:20:44 am »
With legendary planters it should take like what, 10 planted squares of pig tails the previous season to get 40 seeds.  Major textile mill implies that something is very wrong, you should have 200 after one successful harvest.  I think processing pigtails at a farmers workshop yields seeds, otherwise I wouldn't have enough for my 10x10 pig tail plot in my current fort. 

You don't happen to have fire snakes do you?  A whole bunch of seeds can fit in a flammable barrel...

I was going to say that you have some sneaky dorf that likes eating the seeds but even a few of those shouldn't make a difference. 

553
That will be tricky to do.  Since no method of creating or splitting civs is in yet, the numbers can only decrease. 

Aparently combat is calculated as a series of 1v1 duels.  Just like in fortress mode, someone that survives some combat and gains a little skill gets exponentially powerful.  At the same time the loosing side just ends up pitching recroots at the winners and feeding them more experience, without having anyone that lives long enough to take on a champ and sometimes without anyone living long enough to reproduce.

I would say reduce the maxage of all creatures (elfs and gobs esp.) so they don't have time to become unstoppable killing machines.  Also increase birth rate to compensate and decrease child time to reduce the % of the population that doesn't really fight back.  Also, increasing the overall populations might make individual champions or random combat rolls less important, but it might just provide more helpless conscripts for the winning side to power level on. 

554
DF General Discussion / Re: How to find a fun location?
« on: March 06, 2010, 04:07:31 pm »
Relentless Assault assaults relentlessly.  It adds a handful of civs that hate you and attack constantly. 

Dig Deeper ads all kinds of new content, I like it alot.  New metal, creatures large and small, Orcs that hate you and siege early. 

As for making location more Fun, I have a couple worldgen strategies.  Increase the number of mountain regions (not tiles), increase rivers, possibly increase erosion cycles.  Increase (by 2-4 times at least) the number of evil tiles in various region sizes.  Increase volcanism variances up to 1600 (max) and up the minimum number of volcanos.  If you are hunting for the ever popular flux + magma combo, consider increasing the ratio of low (0-20) and high (80-100) volcanism tiles.  I believe that will reduce the amount of boring middle stuff like granite and gabbro that you find everywhere.  Look for tiny mountain regions of 1-10 tiles sitting in the middle of some other area, those often get eroded heavily and that can concentrate all the chasms and fun stuff into a handful of tiles right next to a flatland region. 

555
DF Dwarf Mode Discussion / Re: Later to be revealed in stone.
« on: March 06, 2010, 03:12:02 am »
LOL lucky.  I never got any meat industry related engravings, not even when I was experimenting with knocking them unconscious on top of 10 steel disc traps. 

"Engraved on the dining room wall is an image of  the dog you are eating and serrated discs.   The dog is making a plaintive gesture, the steel discs are laughing"


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