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Messages - TherosPherae

Pages: 1 ... 160 161 [162] 163 164 ... 177
2416
On-Topic for this thread: Hot chocolate and Megaman ZX music on repeat.

On-Topic for this conversation: The best horror movies are the movies that make fun of horror movies, and/or those that include the Teletubbies. Extra points if they throw in Barney dual-wielding chainsaws.

2417
Sorry Janet, someone brought up cats again.

So the first thing you think about when someone brings up cats are eroges?
Wow...
no someone asked about putting cats into games.
I read this as "someone asked about putting cats into gnomes."

2418
I have not understood a single phrase used in this thread in the past 3 pages or so. Whooo, I haven't even hit 30 and I'm behind the times!

2419
Reading this thread made me happy today. Seriously, you guys are funny, and never fail to brighten up my day.

*returns to lurkmode*

2420
DF Dwarf Mode Discussion / Re: What's Your Favorite Way to Build Your Fort?
« on: February 28, 2011, 11:12:48 am »
Embark with 2 miners, a woodcutter, a forager, an architect/mason, and 2 other guys who do just about everything else.

Dig a 1-space-wide tunnel as my entrance tunnel; dig out a space next to it to serve as the "gobbo-sniping" area. Do this while woodcutter is deforesting the map and forager is gathering every berry in sight.

Channel-stairs down a few z-levels, then start work on the real fort - a general storage area with a few max-size "anything goes here except food and booze" stockpiles along with all the non-farming shops, a farming area on a different z-level with the food stockpiles, booze stockpiles, and all the farming/butchering workshops. Add a dining room, and maybe personal rooms. Since most of the fort-digging is complete, designate a miner as the manager/bookkeeper. Give the architect/mason his own mason's workshop and have him start churning out rock blocks and furniture. Any migrants that show up get thrown into the "you guys do everything the miners and architect don't" group. Add military made out of the most useless of the general group. Start making stuff necessary for a comfortable fort.

Then start work on destroying it all.

2421
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2010, 05:15:53 pm »
Mass mining/smoothing project. Because I designated everyone except my architect and chef with the mining duty, and mass-manufactured iron picks.

When the goblins show up, they're going to find a fort full of muscular dwarves wielding iron digging instruments of death.

2422
I support this.

 recently I ran into a FB composed of snow, and I was in a freezing biome. It felt ... it felt relevant and cool.
I see what you did there.

2423
DF General Discussion / Re: Great things that start with "M"
« on: November 18, 2010, 10:46:46 pm »
MASSIVE DERPICORNS!

And, to that effect, Modding.

2424
DF Dwarf Mode Discussion / Re: Imba zombie deer?Bug?
« on: November 17, 2010, 10:55:05 am »
Congratulations, you have had your first encounter with Dwarf Stupidity.

You see, dwarfs have this odd tendency to ignore anything that's not a dwarf until they can see it, in which case they will cancel whatever they're doing and run in miscellaneous directions.  Thus, if that zombie deer was right outside the entrance to your fort, your dwarfs will go outside to fish/mine/do stuff, see the deer, and run around like morons.

As for the military, they were all probably sleeping, eating, or getting booze. Military dwarfs have a tendency to be lazy like that.

2425
Maybe they're still under Dwarven jurisdiction due to a bug. If so, I want to see a ghost get beaten for violating a production order.

Poor Goden died after receiving only 3 of his 5 hammer strokes, but he came back as a ghost. Ever since then, the hammerer has constantly followed his apparition whenever it appeared, attempting to deal to it the remaining 2 strokes.
Imagine if Goden came back as a murderous ghost.

"This is for using a silver hammer instead of the adamantine one the Overseer so generously gave you!"

Urist McHammerer has been scared to death!

2426
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 16, 2010, 05:02:39 pm »
Started a new fort in 31.18, and was actually smart enough to be capable of transferring my mods over to the new version this time.

4x2 embark, river, volcano. Name: Stablepulleys.

Let's see how long it takes for !!FUN!!.


2427
So, just elves, except worse.
Next thing you know, you'll be getting a demon ambassador saying "We are very partial to the slade beneath your fort...."

2428
Right.  I was thinking about airlocks in the traditional sense.  As opposed to a deadly hole in the ground half filled with water designed to ensure that only the luckiest of suicidal acrobats can get into your fortress.

What could be dwarfier?
Magma. Now only the luckiest fireproof acrobats can enter the fort.

2429
DF Announcements / Re: Dwarf Fortress 0.31.17 Released
« on: November 12, 2010, 10:42:32 pm »
It never fails. Every time I get bored enough to start modding, Toady comes out with a new release 2 days later.

Oh well, I guess I'll just have to re-mod lightsabers and food-on-a-stick.

2430
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 12, 2010, 01:50:03 pm »
Starting a secondary fort.... named Hellfork. Founded by the Forks of Hell.

This should be interesting.  :D

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