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Messages - C4lv1n

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46
DF Suggestions / Re: Would a Multi-threaded DF be possible?
« on: February 17, 2012, 03:32:16 pm »
This is brought up a lot, and the general agreement is that it would take too much time away from development to actually make a difference, and the way dorf fort is set up it would be hard to separate things into separate threads.

47
Other Games / Re: Tribes:Ascend Beta
« on: February 14, 2012, 10:29:51 pm »
Add C4lv1n to the list, I play mainly Pathfinder and Sentinel while I get XP for the Solder's spinfuzor.

48
DF Dwarf Mode Discussion / Re: I am very happy with the elves/humans
« on: February 14, 2012, 07:00:07 pm »
I think that this may be grounds to ban this guy from the forums.

49
Other Games / Re: Tribes:Ascend Beta
« on: February 12, 2012, 11:40:06 pm »
Playing as a sniper I know that about half my shots are dumb luck and the other half are mad fucking skills. There is no in-between.

That includes shots while you or the target is skiing, I've gotten kills on targets that are doing 100km/h, while I was stationary. I've also gotten kills on stationary targets while I was doing 100km/h. I've never gotten a kill while both myself and the target and myself are moving though. The excption to that though is when we're both moving the same speed in the same direction.

50
DF General Discussion / Re: Little modifications you like to add yourself
« on: February 12, 2012, 04:28:39 pm »
I always remove the aquifer tag. I don't count it as cheating because I'll never embark with an aquifer anyway. Removing the tag just opens up a whole lot of new sites.

My only cheaty thing I do is mod in a metal that is super light, super soft, and as cheap as stone. I make it a free reaction that only requires fuel and I allow it to be used for weapons and armor. This let's me train my metal/black/armor/weaponsmiths at a very low cost (just fuel or magma)

51
DF Dwarf Mode Discussion / Dogs, dorf's best friend.
« on: February 11, 2012, 08:00:21 pm »
With my previous fort I embarked with a set of Alpacas, they don't take up too much grazing space, provide plenty of meat, bones, and wool. The only problem is the micromanagement involved in pasturing all the new ones you get every year through breeding.

My new for has changed that. Dogs, nothing but dogs. Leather, bone, meat, and defense. All without the silly grazing. My dog population is hovering around 100, it's kept there by butchering and combat deaths. With a dorf population matching that I can give every dorf a dog to protect them. That worked really well, but is a bit redundant.

My new set up is to have 2 dogs at the entrance to the fort, and then the rest are assigned to each of my military dorfs (10 melee/10 ranged). That means 5 war dogs per dorf, it pwns hard.

The crossbow dorfs are free to keep clear and take their shots while the dogs attack their target, and the melee dorfs have the dogs to weaken and grapple the target for easy strikes.

My next fort will probably follow the same path, but I'll try a dog eugenics program to get the best dogs.

So, how has the rest of the forum faired using dogs (or eugenics programs)?

52
Other Games / Re: Tribes:Ascend Beta
« on: February 11, 2012, 03:56:38 pm »
I got everything I wanted for the three classes I play, except I didn't realize that the spinfuzor is locked normaly for the Solder. I feels dumb and now I'm saving for it.

53
Other Games / Re: Tribes:Ascend Beta
« on: February 04, 2012, 02:33:21 pm »
The update is awesome, unfortunetly I still can't get into a game for some reason. It loads forever then it boots me back to the title screen.

54
Is it bad that the blog page is on a 15 minute auto refresh on my second monitor?

55
Other Games / Re: How did you last die?
« on: January 31, 2012, 08:49:54 pm »
Was playing Silent Hunter 4 and had just finished a deck gun attack on an unarmed merchant ship when a pair of bombers were picked up on radar.

I went to flank speed and manuvered so my rear AA gun could fire (the only one I had). I then waited for them to come in range and the AA gun opened fire, at the same time I put the rudder to left full to make a sharp turn to avoid the incoming bombs.

Success, not only did both sets of bombs miss but one of the bombers got taken out as it was headed away, it then proceded to crash into the ocean about 500m away.

His friend was not going to back down though and he came around for another pass. Again I successfully shot him down, before he even launched his bombs. Unfortunatley he had not yet passed overhead before his plane was disabled. He then proceded to crash directly into the side of my sub pretty much at the water line.

My sub promptly sunk.

56
I just had the Forgotten Beast Gostat show up.

Code: [Select]
A gigantic one-eyed shrimp. It has large mandibles and it undulates rhythmically. Its green exoskeleton is wrinkled. Beware its poisonous sting!
It's currently in level one of the caverns, though there is a clear path to level two. Though there is no path into my fortress, no doors, grates, etc. Just solid walls. If I leave him in the caverns will there be any problems even if he can't get into my fort?

On the other hand, if I do want to fight this guy how hard will a giant shrimp be to kill? I've personnaly broken down it's descriptors like this:


1. A Gigantic one eyed shrimp ~ Very large, and there is only one eye to take out to blind the beast
2. It has large mandibles... ~ I'm betting these are able remove various limbs with ease, or at the very least do heavy slicing damage.
3. ...it undulates rhythmically ~ Only a descriptor
4. Its green exoskeleton is wrinkled ~ Heavily armored? Or very poorly armored if chintin's protective ability has been nerfed like I think it has.
5. Beware its poisonous sting! ~ Obviously poisonous, most likely some sort of nerve toxin. (even if it's not I will treat it as if it is until I learn otherwise) Meaning any dorf getting stung is a dead dorf walking.

Regarding the poison, if it's delivered by a sting then does that mean there may still be a poison splater that my get spread? And would it work on contact or only on open wounds?

57
Come back with a screenshot of the item when he makes it. I'm intrested to see what it is.

58
I have a butcher's workshop outside, and a refuse pile nearby. I want to get my dwarves to haul things like bones, hair, hooves, skulls, etc to the refuse pile, but for some reason it all just sits in the butcher's shop and clutters it...

It counts as refuse, and if the dorfs are set not to collect outside refuse then it stays in the workshop.

59
Other Games / Re: How did you last die?
« on: January 23, 2012, 01:08:31 am »
Then I got nuked by Canada.  :o
Spoiler (click to show/hide)
What? ...How?! Canada doesn't even start with nukes... and they're your ally! What the hell did you do to the world to cause them to nuke you anyway?
Canada is often quick to turn on you when you're being an evil prick. He must have made them increase nuclear funding and maybe funded their nuclear program.

We're alright with you being an evil prick, just be polite about it.

60
DF General Discussion / Re: MLP and dwarves in ponyville, discuss
« on: January 22, 2012, 10:31:26 pm »
... There IS a MLP mod isn't there ? Did it replace Dwarves with ponies or allowed them both to coexist ? I want to see a war between Dwarves and ponies.

Spoiler (click to show/hide)

Pony leather armor, pony bone bolts, pony glue, pony meat roasts....

Sounds good.

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