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Messages - Man of Paper

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3391
I once had a world-gen where everything was sexual innuendo. And I mean everything. That world magically disappeared however, along with everything else on my harddrive, about six months ago. There should be a topic on it buried somewhere.

3392
DF General Discussion / Insanity, or Winsanity?
« on: August 31, 2011, 10:11:49 am »
I'm going to be trying out something well beyond my skill level (which should be akin to a newborn learning to walk on stilts over a magma filled ravine during a hurricane of rabid seagulls). I want to know if this has been done before.

I'm essentially planning to divide my fort into two forts once I become self sufficient, trying to keep people who know each other in the same half-fort. Eventually I plan on having two almost completely autonomous (I think I used that word right) fortresses. I seek to accomplish this by creating barrows encompassing the two fortresses. I'll have my first seven dig out a small living area for both forts, and build up what the first migrant wave would require to occupy and build up the second fort. Each subsequent migrant wave would be given to the forts alternatingly.

Then, in standard dwarf fashion, I hope to build two militaries and have the forts engage in battle. This is assuming I can assign a kill order on a dwarf (something I've never had to try before). I'm not too sure how loyalty cascades work (as my forts are usually overrun by forgotten beasts and the elves), but I fully expect everyone to kill everything.

Even if that second bit is impossible to do, the first half seems like it will be producing plenty of fun. Mind you, I'm not that great of a DF player (after playing more than a year I just figured out how to use farms today, though, to be fair, it's the only basic thing I've never really done), so I'm posting this idea here to see if anyone else is willing to try it, as well as seeing if this has been tried already.

Oh, and yes, this idea was influenced by the Cold War-like situation in Syrupleaf.

3393
Other Games / Re: Prospector, a roguelike in development
« on: August 30, 2011, 07:00:39 pm »
Space dust. Blame it on space dust.

3394
Other Games / Re: Prospector, a roguelike in development
« on: August 30, 2011, 06:32:42 pm »
I tell myself it's because the mineral is buried.

3395
Other Games / Re: Kingdom of Loathing
« on: August 15, 2011, 07:57:57 pm »
This is a sexy thread.

Your friendly neighborhood Disco Bandit (currently, I think) Man of Paper. As you can tell, that name is a constant of mine. I haven't been too active on KoL. Which saddens me. To the login screen!

EDIT!

And I see that the latest update used the "friendly neighborhood" bit as well.

3396
DF Dwarf Mode Discussion / Re: Just a tip...
« on: July 06, 2011, 09:17:43 pm »
Drown the water in magma and corpses.

3397
DF General Discussion / Re: Can't ever get away
« on: June 20, 2011, 06:43:21 pm »
Must be a bug, because I don't have any of the skills that correspond to this kind of workshop. Stark raving mad it must be!

3398
DF General Discussion / Can't ever get away
« on: June 20, 2011, 03:45:18 pm »
Let me just tell everyone two things before we continue:

I haven't been able to play, let alone keep up with the development of, Dwarf Fortress since just before Bees. Secondly, this all came to me in a heat-induced coma-sleep.

I was talking in a chat room in this dream I had, discussing the finer points of Dwarf Fortress. But the game the few of my dream buddies were discussing was a variant of the fun game we all know and love. It had two modes, like our DF. The first involved overseeing a civilization's trade routes, micromanaging what your couple caravans sold and bought, as well as making sure your guards kept well trained and well equipped. The second mode was this dream-DF's version of Adventure mode. You play as the leader of a single caravan, training yourself in various forms of combat and speechcraft in order to protect, then sell, your goods. You pretty much just traveled from village to village, fortress to fortress, fighting off goblin and elven ambushes and raids, and keeping yourself from being robbed at the various stops.

You may be asking yourself, "MoP, what's your point?" There really isn't one. I just felt the need to share what my brain threw at me.

3399
Other Games / Re: Spacestation 13 *New Topic*
« on: June 01, 2011, 09:25:56 pm »
Sadly, I've not had the chance to play a game on the BS13 server. Been having to make due with the goon servers. Not enough roleplay for my liking (though still very fun). Though I have noticed that when I'm playing and get into my role that people interacting with me tend to lean that way. It's like I'm a disease of win.

3400
Other Games / Re: Spacestation 13 *New Topic*
« on: May 22, 2011, 01:06:42 am »
I play as Richard Astley.

3401
No SMGs in World War 1, bros. And Tanks weren't how you may visualize them. And good luck having one move across block terrain and not looking like ass. As for snipers, there really wasn't much show of actual sniper units until late world war 2. People who were "snipers" were just guys who shot the best with the weapons everyone else had. Not trying to offend anyone, but maybe lern2history before making suggestions.

That being said, I would like a Tribes-like equipment set up. Have a primary weapon, secondary, grenades, tools, and backpack slots that can be adjusted to fit the player's preferences. Nikov, your pack list seems badass. The only one that seems a bit iffy is the Shield pack, but I can't think of a good reason why not to have it.

3402
Spinfuser comment made my day (it's been a slow day). I'd like a deployable MG kind of thing, to where there may be like 3 per team or something (kind of like the automated turret thing cap in Tribes). And have them set up so you could aim over the block you were set up on, like this

     |==-
____^_ .
          |  .
          |    .

Where periods are the bottom line of the firing range. If you get what I'm saying. Something like aiming down the sights of the rifle, but forward a bit so you don't hit the corners of whatever thrice-damned block it's on.

3403
Other Games / Re: Hitman: Absolution
« on: May 12, 2011, 11:31:53 am »
Yesterday I used up all the ammo in New Orleans killing everything (even the respawning NPC bots in the streets). When I ran out of ammo, kitchen knife to the face. Wound up with well over 200 kills. The bot filler people apparently add to your kill count without adding to your witnesses. Nor can they take up arms against you, and they don't flee in terror. Drunks.

3404
Other Games / Re: Hitman: Absolution
« on: May 12, 2011, 11:17:23 am »
No witnesses!

3405
Other Games / Re: Hitman: Absolution
« on: May 12, 2011, 10:59:18 am »
I (somehow) knew about this a few months back. Didn't know the subtitle though. Been playing Blood Money on my XBox (damn thing won't die) in preparation.

And the ether panties is in A New Life. You can get the ether and some tranq darts (for use with the air rifle in the treehouse) in the vets back room. For you people who didn't know :)

I dunno if I should be ashamed at my almost frequent playing of Blood Money (broken up only by Coliseum: Road to Freedom on the PS2, which also won't die).

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