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Messages - GreatWyrmGold

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50026
DF Gameplay Questions / Re: Erm...mass dwarf exctinction in my fortress?
« on: August 16, 2012, 01:31:36 pm »
Roofs stop deadly rain from hitting stuff under them.

50027
DF Gameplay Questions / Re: Finding a necromancer
« on: August 16, 2012, 01:30:36 pm »
Kinda, but they go down and stay down. And fire doesn't spread as much once the zeds get inside.

50028
DF Gameplay Questions / Re: Candy armor
« on: August 16, 2012, 01:28:44 pm »
Is it possible to melt down adamantine objects?
Yes.

Note: There is a bug about melting metals. For instance, coins (one of the few items that it doesn't take more wafers to make than other metals) take 1 bar or wafer to make, but produce 1.1 bars when melted.

50029
DF Dwarf Mode Discussion / Re: This guy
« on: August 16, 2012, 01:26:09 pm »
In other news, I was just inspired to build the first Dwarven Asylum for the insane extranormal. I'll give each of my moody dwarves a special room, and they'll be kept alive for as long as possible. And perhaps unleashed upon sieges if they go berserk.
How do you plan on capturing the stark raving mad?
Cage traps.

The issue is that the only way of keeping them alive is to vampurify them, but they won't drink after going insane (or even taking a mood) so you basically need to make everyone vampires... unless you don't actually care about the mortality rate of said asylum. :P
Vampires function without blood like elves do without sunshine*: They're fine, but prefer to partake.
*The alcohol, mind you.

50030
DF Modding / Re: Delioth's Inventions
« on: August 16, 2012, 01:24:44 pm »
Simple Solution: Transformations don't require an end time, so they stay indefinitely. Second, add a 'drops on death' item, the flamethrower.
Then you can't bury the dwarf!

I want a megabeast that resurrects every cut of limb as a clone of itself. I dare you to write this. It will be killable only be dwarves with blunt weapons, but will overrun your army if you approach it with swords/axes.
That does sound like Fun, but how would it only raise its own limbs?

50031
Stop, stop! It's not going to be REMOTELY easy to make Mars warm and with a breatheable atmosphere; aside from some greenhouses, domes, and such, we should mostly be underground anyways, for protection. If all we had aboveground were solar power plants and piles of mine waste, that would be fine and ideal. Terraforming can wait until AFTER we conquer Terra and develop terraforming tech.

Or, we can engineer ourselves to be more tolerant of cold and high CO2 concentrations.
1: I didn't say it would be easy.
2: It's a long term project.
3: we should not genetically modify ourselves. Try it out on yourself first, but whatever happens, don't say I didn't warn you..
1. Obviously. But will it be worth it?
2. Seeing as we don't even have the tech to start, yep, it will be.
3. Why not?

hey , if a 500km/h wind is blowing in your direction , not only it will rip your suit off but it will blow you around the planet .
For a certain definition of "you," yes. The "you" being blown around will probably be most of you, just not all in one piece. Hurricane-force dust-storms are scary.

how we will weaponise the storms ? we will build a huge tube aimed at earth and hope the wind will strike them ?  -_-

i suggest instead of weaponising the wind , we could make adamantine windmills and gather power .
We'll weaponize it the same way we weaponize a biome that raises zombies: Lock ourselves up and wait for it to tear the invaders apart.

how we will weaponise the storms ? we will build a huge tube aimed at earth and hope the wind will strike them ?  -_-

i suggest instead of weaponising the wind , we could make adamantine windmills and gather power .
Good idea. But where will we get the adamantine?
Don't we have a committee working on how to synthesize it? If not, the magma sea of Mars is mostly solid, so it should be easier to dig around inside and go looking...especially if I make some giant dragon-mole thingies that eat rock first...

Ahum. Airpressure on Mars is extremely low. 500km/ hour winds might seem strong, but in fact they are nothing.
The dust they blow around is something, though. Normal sandstorms muck up electronics. Super-fast duststorms? They'd probably be far more destructive...


50032
DF Modding / Re: Bay12 Space Program
« on: August 16, 2012, 01:13:34 pm »
Hm...natives sound more plausible, especially if they originated from a bit of foolishness on the part of the B.I.O.G.L.a.D.O.S. plus time.

50033
DF Modding / Re: Creeper Cavern: 0.3 released! Go play Caverncrept!
« on: August 16, 2012, 01:12:38 pm »
This loaded, but I suspect that:

Creepite might be a bit wonky; same with sugarcane, pumpkins, and processing gems.
Ghasts are going to be...odd.
Mooshrooms and lava cubes are going to function a little differently, although hopefully not too much.
Dwarves lack nails. Why do you even HAVE dwarves?
Enderdragons will keep causing errors.

50034
I've started. Already, I'm planning overhauls to the industrial systems.
Where's that thread that describes the exact physics of minecarts, again?

50035
All genitalia are cosmetic bits added on by mods. That's the way I prefer it.

50036
DF Dwarf Mode Discussion / Re: Why doesn't this silk farm work?
« on: August 16, 2012, 12:57:47 pm »
Rabbits starve. If you have one, you should use a spare vampire. Or a captured goblin. Or an elf.

50037
Water that touches ANY natural tile in a saltwater biome, or any previously salty tile, will resalinize. At least, it used to, it might be different now. To be on the safe side, make your cistern out of constructed materials. Ideally suspended in the caverns or above the ground; in the latter case, it should include a device that empties the cistern in such a way as to drown invaders.
You can also set up automatic pumps via wind or water power, and I suggest doing so. If nothing else, it's cool and overcomplex.

50038
DF Dwarf Mode Discussion / Re: Time to go green/wood?
« on: August 16, 2012, 12:42:04 pm »
Just making huge piles of timber won't anger elves unless you modded their diplomats back in.
Of course, elven caravans have tons of wood, but if you anger them, you stop getting that wood.

50039
Some of the !!Science!! I've read on that in other threads suggest that any floor or wall is completely opaque, as far as LOS is concerned, regardless of material.  Windows are another story, since they are designed to be seen through.  But then, it is just as ridiculous to think you could see clearly through a tiger's eye window, as NOT see through a crystal glass floor, so yeah.  Oh, and YMMV.
You can also see through a stone window, thanks to the ability to cut stone. I guess dwarves make stone windows by arranging pretty bits of rocks into patterns with holes in them.

50040
DF Dwarf Mode Discussion / Re: Missing zombie tags on Zombies?
« on: August 16, 2012, 12:37:00 pm »
Also, husks have tags like NOTHOUGHT, NOBLOOD, and the other Fun things that make bronze colossi so carpin' hard to kill.

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