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Messages - GreatWyrmGold

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46711
One of our planters was found dead. Grau says it was old age.
Holy crap, a dwarf died of old age? What is WRONG with this fortress?

Long history, old migrants to begin with.
So? You're playing DF, in a well-established fortress, with necromancers sieging it, and you need OLD AGE to kill your dwarves?
(And dwarves can die of old age anywhere from 150-170.)

46712
Hm, what if instead of the game listing characters you could do a search by profession, then other skills possessed?

46713
...That's just ASKING for a harpy to come through the gate...or fly over it...

46715
Roll To Dodge / Re: YOU AT FINAL BOSS: ROMANCE IS IN THE AIR
« on: September 29, 2012, 09:27:14 am »
... What the hell are we doing now?

I... I don't know. I... Turn into... A red dragon?
Grr...

Red. RED. We'll do some cool 'Voltron' power combination thing or something.
...How familiar are you with D&D dragons?

Ssssssh, there is no need to bring up that petty rivalry when we have something delicious a greater threat delicious to combat.
>Be suspicious of the red dragon

46716
One of our planters was found dead. Grau says it was old age.
Holy crap, a dwarf died of old age? What is WRONG with this fortress?

46717
Taking control of a loaded creature is much different than locating some citizens that a player might want to play, listing them, and then handing control over to the player.

I'd still like to be able to generate adventurers ex nihlo, though otherwise this sounds good.

46718
DF General Discussion / Re: Markus Heitz Plays Dwarf Fortress
« on: September 29, 2012, 09:22:52 am »
You seem to suffer from delusions of grandeur, perhaps a bit of megalomania.

46719
Necromancer adventurers will spontaneously raise the dead, who will be friendly to them and eat the other dwarves. Sadly they suffer from no booze slowness.
Wrong; they only raise the dead when they want to.

Which is everytime they see a body part or corpse in my experience. While this can be very useful in army training, they need to be kept away from corpses, refuse piles and workshops with body parts.
Quite true, but weren't you talking about adventurer necromancers? As in, controlled by the player?

46720
DF Dwarf Mode Discussion / Re: Necromancer ambush!
« on: September 29, 2012, 09:19:13 am »
Wooden walls will not catch fire. Grass, necromancers, and zombies WILL, although only two of those die from it...
Sooo... wildfire spreading across the landscape and flaming zombie... Yeah, I can do that. I'm thinking we will see what we will see.
Bright side: Once you stop the reanimation, zombies collapse pretty easily. Dark side: Your militia might get set on fire. Solution: Send worthless migrants to kill them naked with copper axes and hammers!

46721
DF Adventure Mode Discussion / Re: Epic Wins
« on: September 29, 2012, 09:16:50 am »
My only injure is a loss back right teeth.
I hope this is at least not bad score.
Terrible. Your skin didn't even melt off! No broken bones, no compound fractures, no loss of movement or nerve damage...
All injuries vanish whilst fast-traveling.

46722
DF Modding / Re: Making Useless Labors Useful--Version 0.11 Released!
« on: September 29, 2012, 09:10:11 am »
Pygmy dwarves now exist! If they work, they will be hiveable and will make miniature iron fortresses. If they don't work...well, let me know.
Pygmy dwarves should appear in any non-freezing, benign biome and possibly in caverns.

46723
Forum Games and Roleplaying / Re: Word association game: Ten thousand
« on: September 29, 2012, 08:29:04 am »
Troll

46724
DF Gameplay Questions / Re: Glass furnace options
« on: September 29, 2012, 08:05:25 am »

46725
DF Modding / Re: Making Useless Labors Useful--Version 0.1
« on: September 29, 2012, 08:05:02 am »
I could make clay tablets, but engraving ANYTHING on them other than dead dwarves' memorials is, AFAIK, impossible.

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