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Messages - caknuck

Pages: 1 ... 6 7 [8] 9 10 ... 22
106
-Every city will re enact the running of the bulls in Pampalona, except the entire town population will be chased by a solitary enraged badger.
-Volcano cities (imagine the insurance premiums!)

107
DF Dwarf Mode Discussion / Re: How do you pronounce Urist?
« on: April 04, 2011, 06:56:27 pm »
"Ted Koppel is a waffle."

108
DF General Discussion / Re: Groups of species, names thereof
« on: April 04, 2011, 06:47:24 pm »
I'm going to go geological and propose...

A conglomerate of dwarves

109
Are Hill Dwarves going to be heavily agricultural as opposed to a largely industrial/military Mountainhome society? If my adventurer wanders into a Hill Dwarf settlement, will it be mostly brown smilies? And will fortress dwarves be largely grey/white/red?

110
  • Dungeon Master
  • Bone decorations using up entire stacks

111
They will now complain as why it wasn't fixed earlier. Or complain about bugs not fixed this time.

Or about the possible bugs that are not even in the game yet.  ::)

These are the non-existent bugs that I want fixed with version .24:
  • Cats have started adopting each other
  • Deconstructing the wagon causes a deceased wagon to appear in the unit list. If you don't erect a slab to its memory, a ghost wagon will haunt your booze stockpile and occasionally run over hapless dwarves
  • My baron enacted a mandate for a porcelain anvil
  • My one-legged dwarf has claimed and is using eight crutches simultaneously
  • A goblin snatcher placed a baby in a screw press. (The elf caravan paid handsomely for the resultant babycakes.)

112
DF Dwarf Mode Discussion / Re: this could be the end of Largebusts!
« on: March 22, 2011, 03:23:18 pm »
In the winter of 1074, Urist McRefugee fled the barony of Largebusts.
In the winter of 1074, Urist McRefugee settled in the dwarven outpost of Stackedbooty.

113
DF Dwarf Mode Discussion / Re: Serious discussion
« on: March 21, 2011, 05:50:38 pm »
Urist Shornscrotum likes sharks for the frickin' lasers on their heads

114
When I figured out that I could put a one tile pond or two in the middle of my danger room to teach my military dwarves to swim. Also, when I realized I could declare up to four pond zones over the same tile to speed up bucket brigades.

115
DF Dwarf Mode Discussion / Re: An artifact mechanism. WHY!?
« on: March 18, 2011, 12:24:57 pm »
Install the mechanism as a lever in any high traffic area. You don't even need to attach it to anything. (however, hooking it up to the floodgate that starts/stops the flow of magma to the Baron's bedroom is never a bad idea.)

Artifact mechanisms are a good thing. So are legendary mechanics.

116
Urist McAuliffe has cancelled Lead Demonstration: O-ring Failure

117
DF Dwarf Mode Discussion / Re: Newb question regarding armor
« on: March 09, 2011, 09:18:50 am »
Wear leather caps under metal helms. Leather gives you better protection again blunt weapons.

118
DF Dwarf Mode Discussion / Re: What's your favorite meat industry critter?
« on: February 27, 2011, 12:05:38 am »
I had a nice musk ox ranch in .18. But once .20 comes out, I will be goating it up.

119
DF General Discussion / Re: The DF table of randomness!
« on: February 25, 2011, 03:43:15 pm »
41. Enable mining on all idlers. Designate all visible metal ore, gems, flux, coal and clay for mining.

120
DF General Discussion / Re: The DF table of randomness!
« on: February 24, 2011, 07:25:11 pm »
13. Sacrifice a beast to Armok. (designate an animal for slaughter, then dump all of its meat, bones, entrails, hide, etc into the magma.)
14. A well-regulated militia. Train every adult able-bodied dwarf up to Proficient in at least one military skill.

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