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Messages - Xenos

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901
DF Dwarf Mode Discussion / Re: Dwarves Vs Bows & Arrows AND Spears Vs Pikes?
« on: September 26, 2010, 09:04:29 pm »
Yeah but is that more vs armored, more vs unarmored, or more overall?  DF combat is interesting that way...

902
DF Dwarf Mode Discussion / Re: Dwarves Vs Bows & Arrows AND Spears Vs Pikes?
« on: September 26, 2010, 08:49:34 pm »
The same thing as IRL, size.  although I am not sure how that would come into play in combat besides lowering speed....

903
Xenos works great.  :D  actually take one point off glass making and throw it into architecture.  All my dwarfs need a point in architecture from now on...(I am an architecture student :D )

904
Definitely not too late yet.  I am excited to see how everyone fares...

905
I want sakzul to have mechanics, siege engineering, and glassmaking.  (just stick one or 2 points in siege, 3-4 in glass, and 5 in mechanics)

906
DF Dwarf Mode Discussion / Re: Cheese
« on: September 26, 2010, 08:20:10 pm »
...This turned into a bizarre fetish thread about cheese... ???

So who does know the frequency of milking for cows/horses/donkeys/camels/maggots?  How would I go about catching maggots?  Or would I be better off modding them to be embarkable?  (obviously with a fairly high price...)

An economy based around sweet pods, quarry bushes, plump helmets, and dwarven cheese seems very appealing to me...

907
DF Dwarf Mode Discussion / Re: cool new re-embark feature?
« on: September 26, 2010, 08:15:23 pm »
What if they set up a civilization and began trade with your fort...

Flat worm clown:  *cthulhu-esque utterances* 
Urist McBrokerbookkeepermayormanager:  WHAT!?! Our steel serrated discs are worth at least 500 dorfbucks more than your +dwarven soap+

908
I think I will leave the cotton candy field about 20 traps of 10x sugar spikes (sugar being the smelted form of cotton candy strands.  cotton candy is from now on only the unprocessed, or strand form.) so I doubt anything would get through that...

909
well that seems surprisingly easy....Unless some flaming clowns, or snow clowns are immune to spikes...

910
So would 10-15 traps be sufficient to stop the clown invasion?  Trying to keep my thread on topic...

[NOTE:  These are upright spike traps linked to a lever we are referring to, so the [TRAPAVOID] tag would not apply AFAIK]

911
But cotton candy is just so much more dwarfy... :P

912
DF Dwarf Mode Discussion / Re: Fluffy Wamblers
« on: September 26, 2010, 01:30:31 pm »
Throwing children?  Mod in fluffy wambler youth as an ammo type.  Make wamblers reproduce faster than clowns.  *Bronze colossus roast* anyone?

913
1:  Access to as many other civs as possible
2:  Sand
3:  Magma
4:  No aquifer.  Those things are a pain...
5:  Lots of Trees
6:  Some kind of water source (preferably rivers/streams/brooks)
7:  A flat area, but also hills
8:  Flux

I dont care too much about the alignment or relative saftey of an embark site.  Although more peaceful ones are nice (i am still figuring out the military)

914
We should construct a perimeter wall around the entrance to the base and station marksdwarves up top to take pot shots at any Nothing stumbling too close to the entrance.  Not only would this be great training for our military, but any migrants who show up might a better chance at surviving the mad dash to the entrance.

915
Hair should be able to be spun into yarn at the loom...that would be very nice :D  (maybe allow leather to make ropes?)

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