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Messages - GreatWyrmGold

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49831
DF Dwarf Mode Discussion / Re: Logrom: Desert Citadel
« on: August 19, 2012, 07:56:25 am »
I tried something like this. Look up Zonnish some time. Sadly, the prison part was never completed...

Also, the second link doesn't work.

49832
DF Dwarf Mode Discussion / Re: So the elves have just arrived...
« on: August 19, 2012, 07:54:57 am »
Next time, try to kill the necromancer first. Oh, and lock up your refuse stockpiles.

49833
DF Dwarf Mode Discussion / Re: SPOILERS! Encasing Circus in Obsidian
« on: August 19, 2012, 07:53:28 am »
Yes. This probably won't get all of them, though.

49834
DF Dwarf Mode Discussion / Re: Balanced trade goods?
« on: August 19, 2012, 07:53:04 am »
I like buying metals and stuff off of caravans. It helps me to have all of the metals available, just in case a mood strikes a dwarf and he needs lay pewter, now!
I also buy alcohol and food, but that's because my brewers go on break or something too much and I'm paranoid about my food stocks.

49835
If a limb is severed, the nerves going to and from it are severed, too. On the other hand, a broken bone has nerves, the bits of sharp bone go into places that have nerves, if you don't stop putting weight onto it that'll just make it worse...

Why are dwarven nobles so dumb that they don't even exert all of the power that, say, the King of All Dwarvenkind should exert?

49836
DF Gameplay Questions / Re: wheelbarrow and workshop
« on: August 19, 2012, 07:48:14 am »
If you're throwing things down any kind of a drop, consider safety.
A longish, one-tile-wide hallway with a pressure plate at least a few tiles from the end, hooked up to a hatch one z-level above the end, with to stockpile dumping onto it, should work pretty well.

49837
DF Dwarf Mode Discussion / Re: Looney Toons trap
« on: August 19, 2012, 07:46:39 am »
CAN be lethal. A kitten CAN be lethal to a dragon, with a lucky blow to the head or causing an infection or something.

Time to mod in a [PENETRATION.....] tag for kittens to maximise their deadliness.

I've had the ragged remains of a sock fall 1 z-level from a deconstructed staircase onto a weaponsmith and bruise him through normal clothing.

Bruise=/=Death. If this were true, I'd have died hundreds of times over without even realizing it!

49838
DF Dwarf Mode Discussion / Re: Friendly kobald thief???
« on: August 19, 2012, 07:45:18 am »
Do the males also tie their daggers to their feet and produce their own poison?
And have fur and beaks?

49839
DF Dwarf Mode Discussion / Re: Magma safe pump query
« on: August 19, 2012, 07:43:22 am »
Not all metals are safe in magma!

49840
DF Community Games & Stories / Re: Bloodwishes - Succession Game
« on: August 19, 2012, 07:42:17 am »
Quote
So, Giant temple of blood, surrounded by magma, and has possibly chained demons. Horrifying sacrifices to a unamed entity. What else?
What else do you need?
Creativity!

Seriously, how many succession fortresses DON'T end up with some variety of a Temple to Armok at some point? That's why  advised other kinds of Fun temples, and tries to hint at people coming up with their own fun ideas! Even a plain old Temple to the God of Fire, where people and items are burnt as offerings, would be slightly better than plain old "Another temple to Armok! Were so originil!"

49841
DF Community Games & Stories / Re: StNPO - 2 - Actually pretty alive!
« on: August 19, 2012, 07:36:26 am »
Can't you make doors and bridges and floodgates and (pause for breath) hatches and statues and tables and thrones and crafts and goblets (pfb) and toys and instruments and stuff out of nickel?

49842
Sorry, I won't link to TV Tropes anymore. Because that's terrible.

Warning: Post may contain tropes. Follow links at your own risk.

49843
DF Gameplay Questions / Re: Stocks
« on: August 19, 2012, 07:28:16 am »
Wait, why are most of your socks and shoes rope reed?

49844
DF Gameplay Questions / Re: Captured Minotaur Trophy
« on: August 19, 2012, 07:26:38 am »
They do, however, increase the value of rooms they are put in.

49845
About the frequency of magic: Magicians who you want to have should be possible to get, if you work at it and they exist, but if you want every good kind of magician or an army of pyromancers or something it'll either be really difficult to attract them, really expensive to maintain them, really likely to cause magical duels and intrigue which would prove devastating to your fortress (say, a healer setting the alcohol stockpile on fire and blaming the pyromancer), or some combination thereof.

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