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Messages - ungulateman

Pages: 1 ... 60 61 [62] 63 64 ... 69
916
DF Modding / Re: Creating a "Pyromancer" (or icemancer)
« on: January 24, 2010, 08:54:50 pm »
It's cryoURGE.

"Mancer" is based off the Latin for "future" or "forseeing", effectively divination.

However, since it sounds like "magic", people associate the suffix "-mancer" with magic, rather than divination.

So, Pyrourges and Cryourges.

...What?

917
Yoink!

I'll join too.

918
DF Dwarf Mode Discussion / Re: Your best engravings
« on: January 24, 2010, 09:21:52 am »
a well-designed image of shining suns. the name? "the rosy god-forsaken doom". seems pretty accurate.

"HEY THERE MISTER PLANET! WOULD YA LIKE SOME MORE SUN?"

919
DF Dwarf Mode Discussion / Re: Damn Orks
« on: January 24, 2010, 09:18:19 am »
^ They likely would find the HFS, krum da squiggly flamin fings an' take deir stuff ta da mekshop for sum flash dakka.

*Brain sizzles*

Wow, Orky overload.

920
DF General Discussion / Re: Fan art competition!
« on: January 24, 2010, 09:05:24 am »
^ Tee hee. There's a reason I save statues for tombs and dining rooms.

921
DF Suggestions / Re: Sandbags
« on: January 24, 2010, 08:59:47 am »
^ Nice post.

Ooh, using sandbags as portable soil. That would make farming much easier to set up, if you could drag sand from one side of the map (which has three aquifers and two giant eagles) to the non-soil areas (which is chock-full of Limonite and has nothing more threatening than mountain goats).

922
DF Suggestions / Re: Dragonfire and Silking Idea
« on: January 24, 2010, 08:57:23 am »
Agreed.

Also, a tag for weaponry which gives the weapon some sort of explosive behaviour - I would really like globadiers hurling flasks of poison / oil / liquid fire at the enemy.

923
More bump!

The Lizardmen and Skaven civs are done - however, I'm leaving out the Slaan as I prefer them as "hiding in the background", and the thing about multi-creature civs? You end up with seperate civs for each instead.

Fixing a few bugs with Slaan using human town setups and looking like dwarves.

924
DF Dwarf Mode Discussion / Re: I am so excited for the next version!
« on: January 23, 2010, 08:25:03 pm »
No single bolts lying around any more?

Hospitals?

Burrows?

It's really, really hard to decide, but I'll go with the highly improved military.

925
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 23, 2010, 08:23:55 pm »
Whenever I decide not to bring an anvil, I get eleventy-billion tonnes of iron ore.

Whenever I do, I never get anything better than copper (sometimes bronze).

I finally broke this cycle! Hah! HAHAHAHA!

And the ore cluster is in my dining room. Yesssssssssss...now I just need to remember whether or not this map has magma...

926
DF Dwarf Mode Discussion / Re: Damn Orks
« on: January 23, 2010, 08:18:28 pm »
Watch'oo got aginst do Orkzes?

In DF, they are Orcs. Standard, Tolkienesque brown / black Orcs. Not the bright green krumpin' partiers from WHFB / 40K.

Or are they? *Twilight Zone theme*

927
^ It's fairly quick to wait for the world gen (Read a book! Check the news!), and you still get rivers and lakes for water.

928
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: January 23, 2010, 07:57:38 am »
Since code confuses me, I'll just describe mine.

I have a central cross-shaped stairway, like a + sign. I do one Shift+space out from the center in each direction, and connect them all up. This gives me 16 3x3 rooms, or 4 larger rooms for nobles. If done on multiple floors, I occasionally give my legendary dwarves a personalised workshop on the floor above or below, with a staircase leading to it with a hatch cover.

And of course, it's all smoothed and engraved.

929
DF Modding / Re: Creating a "Pyromancer" (or icemancer)
« on: January 23, 2010, 07:41:32 am »
Now, is [HEAT] (and [COLD]) an actual damage type? Because this would help my mod immensely.

930
Genning a world with no oceans (min elevation >100) will remove all aquifers, but you'll need to go through 500+ world rejects before you can choose to ignore all the map rejects.

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