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Messages - GreatWyrmGold

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43021
DF Suggestions / Re: Goblins hijack/hide inside caravans
« on: November 13, 2012, 05:56:47 pm »
I am not a veteran in this game so I am not sure if someone has already suggested this before. I searched the forum but found nothing similar, so here it goes:

What if groups of goblins could hijack trading caravans, hided inside and forced the dwarves/humans to pretend nothing happened? Or maybe snatchers could hide inside the merchandise without even alarming the dwarves/humans conducting the caravan.

Doing this they could be taken inside your fortress easily and make a surprise attack/kidnapping, making your moats, bridges and fortifications useless. In the case of snatchers, maybe they could drop off the caravan even before it enters the depot and wait for an opportunity. Of course, for this to be possible, a remedy should also be available. Maybe the guards of the fortress, or even the squads, could have a new function, that is, to inspect the wagon/caravan before authorizing the wagon to enter. The hiding goblins would be spotted or not according to some ability that would have to be created (inspection, perhaps?). If the bridge would be risen every time a caravan arrives so that the inspection could be made safely outside would be left up to the player. This would be recommended because if the goblins were spotted, they would automatically leave their "hiding spots" and start attacking. If you did this with the bridge lowered.... well, you know what happens.
This sounds like a good idea, if not overdone. Kobolds could also sneak in, hiding in barrels and bins.

Easily defeated by some cage traps around the trade depot, except for the outgoing side :D
Why would cage traps target creatures in wagons?

The game is currently hauling unempty cages to the empty cage stockpile, you know?

Often the offending items in these full cages are uniquely named corpses, maybe this bug could be a feature and be linked to that feign dead skill we talked about in another thread. 

Have the faking goblins, spring to life at some point.  These ones should prolly only wield large daggers, and no armor.  Armor clinks and clanks, afterall.

I like the idea, of Goblin's wearing beards and pretending to be half elfs.  Maybe when the Caravans get fixed, to roll over traps and Drawn drawbridges fixed to not interrupt Depot Access; the players will see something like along this line.  Cross Toes 
Okay...
First off, I think that goblins can pretty easily be told from goblin corpses; if nothing else, poke them with a sword and see if they bleed.
Anyways, "half-elves"?

43022
DF Suggestions / Re: Dwarven drills and elavators.
« on: November 13, 2012, 05:55:02 pm »
The water wheels or whatever would also have to move, along with whatever axels or whatever was transferring the power.

43023
You did, actually. It didn't show up much in his reply, though.

-----

"I was born in these mountains, and I'll die in these mountains. Soon, if the humans have their way."

43024
DF Suggestions / Re: Customizing your characters in Adventure mode.
« on: November 13, 2012, 05:47:36 pm »
Did you choose how you look in real life? You work with what you're born with, unless you and can afford a plastic surgeon. It should be possible to choose hairstyles though. And how do you expect to have scars before adventuring?

Hopefully when magic is fully added, there will be a way to change appearances with it. Magical plastic surgery.
Agreed.

Did you choose how you look in real life? You work with what you're born with, unless you and can afford a plastic surgeon. It should be possible to choose hairstyles though. And how do you expect to have scars before adventuring?

Hopefully when magic is fully added, there will be a way to change appearances with it. Magical plastic surgery.
In the year 256, Urist Treestabber tripped and cut his right eye on a small siltstone rock.
In the year 257, Urist Treestabber's left foot was torn by a yak.
In the year 260, Urist Treestabber began wandering the wilds... (ADVENTURER MODE)
Something like that in future could be fun- become adventurers that actually exist, instead of just poofing there.
Planned...kinda...

43025
Wait, how would the croc not notice a furry centipede crawling up its nose?

43026
Sorry about not updating.

Respawn as a MT again
Leave tank nation.
[1] You respawn as a miniature troll. [2-1] You apply for citizenship. Your application is denied.

Revive. Same settings.

Still doing it with the magic.

[2] You're stuck to the mortal body of a flaming fox.
If I don't say, "Respawn?" you're probably alive.

Kill rival bagelmaker, take patent, keep on selling bagels. Buy more mechs.
You forgot mine. Also, if it fails, do it again.
I'll interpret this as "Respawn, then kill the bagelmaker."
[6] You respawn with a second head who disagrees with you a lot, [4-1-1] preventing you from harming the bagelmaker.

Upgrade to destroying hats
[4] Upgraded.

Motherfucker.

Outnumbered. Fortunately, the larvae hatch this turn.

> For now, Evacuate as many workers and eggs as possible.
> Pray to the world serpent. (Not real action.)
[4] Your workers and warriors evacuate 95 larvae.

No. Go and kill whomever is playing me.
[6] Dang, no more YOU AT FINAL BOSS...

RAISE AN ABSOLUTELY MASSIVE ARMY. GO ON A RAMPAGE, ENGULFING ALL OF CREATION IN A MAELSTROM OF BLOOD AND GLORY.
[4] You recruit 56 Jägers, five contingents of 20 soldiers and an officer on horseback each, and four clanks. [1] You rampage across your own troops. There are casualties.

Fine! Use meditation to send the cell I'm in to my own Demiplane next turn!
Yup, +1 next turn.

Forecefully attack the Jägermonstern.
[6] You force a couple dozen to yield, but your forcefulness fractures your arms forcefully.

GM Turn:
Vorthon's army semi-organizedly organizes itself into the Vorthonian Vanguard.
The megamech [1] explodes. Lots of shrapnel; some were injured. Check the OP once I update it.
The Hive [5] storms the wax mound. They have a central nest in the World Serpent Inn, and two outposts in the lab.
A bunch of people are approaching Tankia from the north. They don't look friendly, or even alive.

43027
Roll To Dodge / Re: RTD (Roll to Dwarf): The OOC Thread
« on: November 13, 2012, 04:51:42 pm »
Wait, you can knock demons out?

43028
Roll To Dodge / Re: HERO CIVIL WAR/YOU AT FINAL BOSS: OOC THREAD
« on: November 13, 2012, 04:50:36 pm »
It really seems as if everybody will suddenly be alot more calm and peacefull once misko is killed.
Fixed it for you.

43029
Forum Games and Roleplaying / Re: Clockwork Empires (Found a colony)
« on: November 13, 2012, 04:47:04 pm »
Hold a brief ceremony for the dead plebs.
Have the overseer watch all plebeian activities.
Anson will search the surrounding area for more notable species, and will name the berries "Melancholy Mangoes," due to their effect and their similarity in appearance to small mangos.
Um...I have nothing else.

43030
Roll To Dodge / Re: Arena: An Arena RTD in an Arena (Turn 3: Fuckin' TF2)
« on: November 13, 2012, 04:36:02 pm »
Meh, why not?

Use magic to return my spirit to the world.

43031
Forum Games and Roleplaying / Re: The Four Apprentices [Not Amused]
« on: November 13, 2012, 04:35:17 pm »
"I'M ANGRY WITH BLOODLUST!"

43032
Forum Games and Roleplaying / Re: The Last Night Troll
« on: November 13, 2012, 04:34:56 pm »
Sounds good. Although isn't a stone tower probably fireproof overall?

43033
Forum Games and Roleplaying / Re: You are a Suburban Supervillain
« on: November 13, 2012, 04:31:49 pm »
Anything not very distinctive would work. I'd put fuel efficiency over "stealth."

43034
Ranger's plan is OK.

43035
"Who's Saron, and how do you know Kobold so well, and why do you have nice clothes?"

He chuckles. "Saron is the One-Eyed Conqueror, the Lord of Orcs, the god I worship. The clothes are His vestments, and I know Kobold because I learned it from Saron several weeks ago at His request."

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