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Messages - Internet Kraken

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151
DF Dwarf Mode Discussion / Re: Are Elephants Supposed To Be Easy To Kill?
« on: December 03, 2010, 11:07:04 am »
Waitaminnit, HIPPOS are BENIGN? The hell? Hippos kill more people every year than sharks ever have since the history of ever.

Hippos are very territorial in real life and are very brutal killers. But sharks can't walk on land and don't live near people either (besides beaches), otherwise they'd probably close the gap the bit.

Unlikely. Only a handful of all sharks are capable of actually harming humans. Even then, the vast majority of these sharks do not want to eat humans, as our bodies don't have enough meat on them. Supposed killers such as the great white shark only kill humans by accident, mistaking them for tasty seals. Usually they just take one bite and then leave after realizing that it's not a seal. Course that doesn't keep you from bleeding out if its a deep wound.

If sharks lived on land, they would have learned what humans are like and wouldn't mistake them for animals they want to eat. They'd probably go after cows instead.

But why am I trying to bring logic into the idea of a land shark?  :(

Anyways, if you want killer elephants embark on a terrifying biome and enjoy the skelephants. Or give them the [CURIOUSBEAST_GUZZLER] tag, since some elephants are apparently raiding villages and drinking booze in real life.

152
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 02, 2010, 10:35:19 pm »
Part 16 of my LP is up.

Overall I'm satisfied with the first year of Reveredtour. I could have done some things better, obviously, but the only major problems were the death of Dishmab and Kosoth. Other than that, things are just fine.

Next year should be quite interesting. Now that I have a good cavern layer to work with, I can really get some work done. As soon as more migrants arrive, of course. At first I was a bit concerned about the downward passage. Creatures climbing up from the abyss would have been a legitimate threat, as they are powerful enough to easily defeat my military. I don't need wannamingos tearing apart my soldiers just yet. I was going to seal it off, but surprisingly the passage doesn't actually reach the cavern floor. So I'm going to leave it open for now.


153
Your challenge intrigues me. I shall be attempting it in a terrifying forest. I'm going to allow myself to dig into the caverns for minerals and wood from below, but I will not be using stone. I feel that the real spirit of the challenge lies in only using wood.

Well report about how it goes.

154
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 01, 2010, 07:59:22 pm »
Part 15 of my DF LP is up.

I was really hoping the dead dwarves wouldn't turn into ghosts. But of course, they did. I still don't have a graveyard dug out, and have no clue where I'm going to put it. So I can't bury the dwarves yet. Granted, I could just place the coffin anywhere, but that would kill me inner OCD for proper fortress design. It's not like the ghost is particularly dangerous. Just one that wakes people up with its screaming. Amusingly, that is the most fitting ghost for Dishmab's personality. If it was a murderous poltergeist I'd build a coffin right away, but I can deal with her haunting Reveredtour for a bit.

And I don't know where the hell that elephant came from.

155
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: December 01, 2010, 11:09:00 am »
I wouldn't say "harder than making something out of stone", personally. They require a bit of tissue layering (skin/bark -> various fleshy bits), but probably less than a mammal does. Was there any specific aspect you were having trouble with?

I can't figure out the tissue system I guess. I learned most of my knowledge of creautre modding by examining the creatures in vanilla Dwarf Fortress. However, at the moment the only vanila plant creaturea are plump helmet men, and even then their tissues seem strange.

156
DF Dwarf Mode Discussion / Re: Help a guy make the leap :(
« on: December 01, 2010, 11:06:38 am »
and then I was completely turned off by having to muddy up any non-surface ground in order to farm on it.

Then you should just do what I do and have all your farming take place in the caverns. The cavern floor is always muddy. Plus you get to enjoy all the other benefits the caverns provide. They're one of my favortie things about DF at the moment. Becuase caverns are universal across all embarks, you will be exposed to a much larger diversity of creatures than the ones native to your embark site. Makes the game more interesting.

157
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: December 01, 2010, 10:00:33 am »
There's one thing in DF modding that has continued to trouble me, and attempts to learn how to do it on my own have failed. I have to ask; how do you make a functioning creature that is a plant? I know people have made plant creatures before, but the process invovled in making them actual plants seems much harder than, say, making a creature out of stone.

158
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 01, 2010, 09:43:45 am »
Part 14 of my DF LP is up.

I'm surprised that I managed to amass such a large amount of supplies, considering I had almost nothing of value to give the merchants. Now I have more than enough food and drink to last until I can establish a stable food indsutry. Though at the moment, my sucess in doing so largely depends on when I recieve more migrants. I can't really afford to reassign any labors at the moment, so I need more dwarves to replenish my losses.

On the subject of the engravings, I find it interesting that so many of them depict elves being killed. I guess a bunch of elves decided to come out to the wastses for some reason and got themselves killed. The second closest civilization is elven, but I don't get why so many visisted an area they never colonized. I'm not complaining though. Engravings of elves being killed is a pleasent change from my last fortress. All the engravings in Twonbrush depicted dwarves being stabbed by Darnen, eaten by Forgotten Beasts, crushed by zombie whales, or an ogre beating them to death with an octopre skin backpack. That last one was particularly popular.


159
Toady made a number of changes to how undead worked. Now, rather than leaving behind corpses they instead vanish. This is probably intentional, as they are supernatural beings.

However, there appear to be bugs involved with this. One, in my experience the undead have become substantially weaker because of this. They vanish to quickly, often being taken down by a few punches. Some undead are still capable of causing serious damage (skeletal muskox wrecked one of my embarks). However, overall they seem much less threatning now.

Second, the game does not properly explain the undead vanishing. In fortress mode, you will never get a message telling you that an undead has vanished. Nobody will be credited with killing them either. This makes it seem like undead vanishing is a bug rather than an intended feature.

Third, sometimes undead don't vanish. My commander killed some zombie mole dogs, and some of them left behin corpses and he got credited for killing them. Why they didn't dissapear is beyond me. The inconsistency of the new undead mechanics makes it seem like they are bugged at the moment.

160
DF Dwarf Mode Discussion / Re: Goblins making this game too easy
« on: December 01, 2010, 09:20:18 am »
not neccessarily, 2 gobby civs could be at war with each other

2 different goblin civs shouldn't show up as part of the same ambush squad.

Obviously they teamed up to take down the fortress, but then got into an argument about who lead the attack when they got there.

161
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 30, 2010, 07:17:49 pm »
Part 13 of my DF LP is up.

Not much happened during this update in terms of gameplay, as it was told from the perspective of the outpost liaison. I always imagine the beaneath their calm and polite behavior is a very angry and bitter dwarf. After all, liaison's have a pretty shitty job considering how most Dwarf Fortress players treat them.

Thinking of an explanation for the high price of crutches was actually difficult. I settles for the cave in since that's how most dwarves are injured, though I still don't see why that would require a huge amount of crutches. I guess you can imagine that they somehow managed to collapse the entire slum district of the capital, or some other horrific disaster.


162
DF Dwarf Mode Discussion / Re: So...Dwarfy embarks
« on: November 30, 2010, 01:53:17 am »
I've been trying to survive on a terrifying tundra at the moment. First attempt was ruined when a polar bear tore apart most of the dwarves. Second attempt was ended by a blind cave ogre rampage in addition to blizzard men attacks. Currently trying for a third time. Things were going well, until the migrants came. They attracted a herd of skeletal muskox, leading to many dwarves being lured out of their burrows and into the frozen wastes. There were no survivors among the migrants, and one resident was killed as well.

So less than a year in and it's already resulting in Fun!. I can't really say it's been successful yet. So I suppose my biggest success in a dangerous environment would be surviving for over 20 years in a terrifying wasteland bordering a terrifying ocean. Though to be honest Townbrush really turned into a prolonged descent into failure after the 9 year mark.

163
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2010, 06:13:08 pm »
Part 12 of my LP is up.

Not much happened this update, mainly because I anticipate the next update will be a big one that will eat out a huge chunk of my time. I am legitimately concerned about how I'm going to buy anything from the trade caravans. I don't think I have enough mechanisms to get anything beyond a few barrels of drink and food, let alone weapon and armor for Alath. One of the biggest drawbacks to making ocean forts is that it takes forever for me to get the metal industry up and running. This can result in the military be woefully underequiped, which is terrible when the goblins start showing up.

164
DF Dwarf Mode Discussion / Re: Can I add a tag to make goblins butcherable?
« on: November 29, 2010, 11:02:56 am »
Goblins already are butcherable. The problem is that dwarves refuse to butcher sapient creatures. This can be changed by altering the entry for dwarves in the entity file. I'm not to familar with modding, but I believe you would want dwarves to have [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] and [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE] in there.

EDIT: Ninjad.

165
DF Dwarf Mode Discussion / Re: The Deadly Muskox - HELP
« on: November 28, 2010, 09:47:31 pm »
Burrows are your friend. You can use them to order dwarves anywhere.

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