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Messages - Robocorn

Pages: 1 ... 82 83 [84] 85 86 ... 97
1246
DF Adventure Mode Discussion / Re: Draw your adventures
« on: June 02, 2010, 11:44:30 am »
most of my real adventures look like this. I very rarely die and never seem to do anything out of the ordinary. when I've finished my mindflayer mod (D_E's mod will be much better when it's finished) I'll take a few trips to the underground and hope something happens.

1247
DF Adventure Mode Discussion / Re: Draw your adventures
« on: June 02, 2010, 06:35:35 am »
Cutebold


I've played as a kobold several times before. Was fun, until you get splattered across a wall for the eleventh time without even a small chance to fight back. Let's face it, they just aren't meant to rule the world.

Kobolds can be opened up to world domination if you get rid of the annoying [MULTIPLE_LITTER_RARE] tag and set their cave population limit to some obscene limit like 5000. Kobolds having a population less than vermin doesn't make sense to me. I guess it was how DnD justified a first level character wiping the floor with hundreds of them and their populations not taking a huge hit.

1248
DF Dwarf Mode Discussion / Re: The goblins have sunk to a new low.
« on: June 01, 2010, 12:52:20 pm »
You might notice that in the latest versions, almost all goblin historical figures die out and are replaced by the descendants of kidnap victims. The only goblins you will really see in fortress mode are the randomly generated ones.

I think it's because all the kidnapped children override the goblin civilization's population cap. The way the game works makes it so that whenever a space gets filled up it can either be filled by a goblin child, a kidnapee, or the child of a prisoner. The chance of goblins filling in the population holes decreases each time because prisoners don't go to war and goblins die in battle. The only goblin run forts I've seen in a while were located in the middle of nowhere with kobolds, which the gobbos presumably don't find cute enough to kidnap.

1249
I think the OP may have the interpretations backwards. Dwarves are sadists. Goblins are the game world's equivalent of social workers. They live only to wisk your poor begotten children from their abusive drunken parents to their big shiny towers where they live and play forever and listen to calypso music played on +steel drum+s. The ambushes and sieges are their way of prosecuting you for parental neglect.

1250
DF Community Games & Stories / Re: Adventure Succession
« on: June 01, 2010, 12:57:52 am »
I'll encourage you to post pictures of particularly awesome occurrances, but for the average run of the mill awesome you can just awe us with your language.

1251
DF Community Games & Stories / Re: Adventure Succession
« on: June 01, 2010, 12:39:51 am »
Though instead of mace, maybe Hammerman would be better, because you start out with a maul.

I agree, Josephus. Narrations of a Schizophrenic Murderer.

I've always preferred flails, but mauls are cool, as long as it's 40d where we can launch enemies into the stratosphere with one blow from our mighty hammer.

If someone dies,can we at least have the newly genned adventurer who replaces them go out and recover some of the previous adventurer's armor. maybe the shield. to contribute to some sense of continuity.

1252
DF Community Games & Stories / Re: Adventure Succession
« on: June 01, 2010, 12:27:31 am »
Yeah, that'd make a badass surname.

I used Caquotanoth (Bloodygod), but that sounds better.

What happens if a player gets _____ ________, Human Maceman, killed?

The idea seems to be that Muffin and I grind the hero up in power so that you can have a constant circle of meat shields companions to ensure you're never caught off guard and killed, because that would mean ending the game >.<

1253
DF Community Games & Stories / Re: Adventure Succession
« on: June 01, 2010, 12:22:21 am »
I'm fine with leaving name and gender up to the random number gods if nobody has anything in mind. If you can think of anything apropos feel free to include it. I won't mind.

What's the most badass english word you can think of? Let's use the DF human equivalent.

"anothronquan" would be "god-slayer" I'm not sure I can think of anything better right now.

1254
DF Community Games & Stories / Re: Adventure Succession
« on: June 01, 2010, 12:06:54 am »
If we have 1 day turns it better be realtime. I'd suggest 10 ingame turns but if that proves too complicated I'm fine with realtime.

I'm all for 40d. I might miss crundles *sniff* but I'll be fine as long as we have action.

1255
DF Community Games & Stories / Re: Adventure Succession
« on: May 31, 2010, 11:32:27 pm »
If we go with that, someone might burn all his time hunting for critters to grind skills on.

Elves are creatures.
solved that problem.

In all seriousness we should probably be able to give enough time to encompass all that boring crap just spawn near a savage area and forgo any of that wandering around waiting for random encounter bullcrap. You can kill fifty horses in a day in a savage plain without traveling. I would say ten to twelve days would be a good ingame limit.

1256
DF Community Games & Stories / Re: Adventure Succession
« on: May 31, 2010, 11:17:09 pm »
We could try using ingame time because using the travel menu burns up days in a flash. we'd have to expect that people would use the [D]ate option while playing though, so it's a stretch.

1257
DF Community Games & Stories / Re: Adventure Succession
« on: May 31, 2010, 10:52:59 pm »
My choice goes out for human maceman, but I'm willing to support other macemen.

EDIT: I might recommend removing the wound infection tag from whatever race we wind up playing, wouldn't want any untimely disease deaths.

1258
DF Community Games & Stories / Re: Adventure Succession
« on: May 31, 2010, 10:48:26 pm »
How will we measure how long a turn lasts?
will it be based on realtime like sparkgear? or will we all get a month ingame or something?

1259
DF Community Games & Stories / Re: Adventure Succession
« on: May 31, 2010, 10:41:21 pm »
sign me up brother.
what race are we being?

1260
Fluffy wamblers exist outside of the fabric of dwarf fortress, stumble bumbling not only throughh the x,y, and z levels. but through the w and r levels as well. Their pudge represents only a tiny node of a beast of incalculable extra dimensional proportions that even the faintest scrutiny of their fluffy forms could send a dwarf spiraling into madness.


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