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Messages - GreatWyrmGold

Pages: 1 ... 3551 3552 [3553] 3554 3555 ... 3706
53281
DF Modding / Re: Blood Bricks - Request
« on: October 13, 2011, 06:28:42 am »
I'd just add a new creature material for dwarves or in the standard materials list called "Congealed Blood" or something that was solid at room temperature, and an instaboiling stone that causes bleeding when inhaled, then a reaction that creates blocks of dwarf congealed blood and the bloodstone. It can also dispose of nobles and train janitors!

53282
DF Modding / Re: Aquatic civs are impossible?
« on: October 13, 2011, 06:23:53 am »
My modded race, Aquans, build cities underwater. When I use adventure mode with them, I can't start from any underwater city, and since they are underwater, I don't know if they physically exist or not.

They don't. But don't worry, that just means you'll be given control of some random creature in the area instead of an adventurer...and the creature will change each time you sleep or fast-travel! I think.

53283
GreatWyrm, you could probably change "Incrediblize" for "Integrate" and still get the same intention with proper english. 
I like the acronym as it rests, but I'll consider it.

Might as well remove the medical science one.. looks like it got locked.  Noticed it just as I was about to post a new update.. :\
It's interesting, informative, and I put more effort than you might think into coming up with the acronym. It stays.

-----

Put up Headshoots and Syrupleaf, but I don't know much about them, so I did my best.

I also need some more ideas and links and descriptions and stuff. To start with...

Checkmate is too big a word to do something witty.
Is that a challenge? :D

53284
DF Modding / Re: -Hydra Rising- An original sci-fi mod- Preview Edition
« on: October 12, 2011, 07:08:18 pm »
Interesting errors here:

*** Error(s) found in the file "raw/objects/creature_org_union.txt"
UNION Color Mod Ending With (ECRU,1) Was Not Used
UNION Color Mod Ending With (ECRU,1) Was Not Used
UNION Color Mod Ending With (ECRU,1) Was Not Used
UNION Color Mod Ending With (ECRU,1) Was Not Used
*** Error(s) finalizing the entity DAEMON_EMPIRE
Unrecognized entity weapon token: DAEMON_SPEAR
*** Error(s) finalizing the entity UNION
Unrecognized entity weapon token: ITEM_WEAPON_SWITCHBLADE
Unrecognized entity shoes token: ITEM_SHOES_SANDALS

(The one about daemons was my fault--messed up while replacing the raws.)

53285
DF Community Games & Stories / Re: Succession Game - Unitebolted
« on: October 12, 2011, 05:56:17 pm »
New update! Preview: Zelk, trade depot, stone, caverns, sphalerite sea serpent, migrants, some more story!

-----

Slate 28, 251
At some point, one muskox was replaced by FIVE zombie elk. They are on either side of us...we need to hit stone quick.

Felsite 1, 251
For various optimistic reasons, I order a trade depot built. For various ironic reasons (and because we lack any other construction material), I have it made out of ice.

Felsite 3, 251
Another cavein, another day, another report of zero injuries. This time, however, not only is there no annoying aquifer layer still below...

...but, somehow, we have discovered the existance of hematite and dolomite under the aquifer!
Well, it's time to...not roll up our sleeves, that'd cause frostbite...but prepare for hard work however these ice-goblins do.
Also, the zombie-muskox left, leaving only its zelk brethren.

And to top it off, the snowstorm stopped! Praise all gods, known and unknown!

Felsite 10, 251
That didn't last long. The smowstorm's back.

Felsite 12, 251
Well, we have officially reached Stone. We will soon be able to hervest the riches of the depths! And, to top it off, I have been told that some strange quality of this land has allowed the peat in the first tunnel to be collected and fored into potterry!
[I modded, mainly to provide a means of continuing tension and creepiness. Don't worry, you'll see.]
Also, somehow someone caused a cavein, which killed Gizogen XI and destroyed our way do--
*savescum*
I noticed a dangerous ice formation and decided not to have Gizogen clear it.
I then order a kiln built.

You know, we just might live.

Felsite 13, 251
We strike sphalerite. I have an inspiration to build a giant sea serpent out of it in someone's honor.
[I promised to do that, but never did. Might build it now.
Once I get basic stuff set up first, of course.]

Felsite 15, 251
The kiln is built.

Felsite 18, 251
Since it's the first workshop to have been dug out, I build a tanner's shop.

Felsite 20, 251
The area intended to turn wood into ash, lye, soap, and charcoal has been dug out. Shame that we won't be building anything there for a while. Gizogen then plunges headlong into digging out the exploratory staircase.

Felsite 21, 251
More sphalerite. More urge to build a giant sea serpent.
...How are they different from giant snakes, again?

Felsite 22, 251
I decide to build a mason's workshop before the space is actually dug out.

Felsite 23, 251
I order up a little stone furniture for me to make. Twenty items, not much.
Oh, and the blizzard lifted again.
Third, when Gizogen strikes sphalerite, I have the image, yet again, of the stone sea serpent...
Finally, we struck the caverns! Joyous! There are plants and minerals but none of the undead (or living, aside from us) in the depths, but as of yet only a little pool of water. Preparations are made both to utilise these new resources and to dig deeper still.

Felsite 25, 251
Having dug as deep as I had instructed, Gizogen returns to the fort proper to dig out some more.

Hematite 1, 251
I choose a spot to build the base of the serpent. It will be a mighty sea serpent, arcing our of the snow!

Hemaite 2, 251
Gizogen starts digging out the future wood stockpile for some reason.

Hematite 3, 251
I decide that Whipdimpled should be an herbalist for when we reach the cavern floor.

Hematite 5, 251
Gizogen has chosen to take a break from the wood stockpile to dig out the siege-workshop-area. Ye gods, is he trying to dig the least important parts out first?
At some point, three of the zombelk wandered off. These zombies aren't remotely frightening. I take Shotlances out of the dangerous military duty.

[They've been “lovers” for a while, but it hasn't had a chance to come up.]

Hematite 8, 251
Gizogen has finished the siege workshop area and is starting to dig out the carpentry area. Excel--wait, we don't have any wood yet.
Oh, wow, native gold in the carpenter's workshop! Only enough for a few bars, but it's gold!
Oh, and it started snowing again. Ugh.
Oh, and another zelf wandered in at some point.

Hematite 14, 251
Gizogen has finished mining the carpenter's workshop area. Now to build it!

Hematite 15, 251
The blizzard stopped, and Gizogen finished the last chunk of rock in the way of the leatherworking area.
Wait, we don't have any leatherworkers.

Hematite 16, 251
The carpenter's workshop is built.
Also, the wood stockpile is all dug out.

Hematite 17, 251
The bowyer's workshop area is dug out.
Actually, thanks to union regulations, that needs to be the carpenter's workshop area...better switch them...

Hematite 18, 251
Working from the staircase leading to the tannery, Gizogen dug out the butchery workshop area. More native gold was struck as he dug out of the area.
Also, Deduk made the correctly-placed carpenter's workshop.

Hematite 20, 251
With the craftsdwarf's workshop adjacent about halfway dug out, Rimbound builds the butchery.

Hematite 22, 251
I believe this was our first harvest today. I might be wrong, though.

Hematite 23, 251
You'll never guess what happened today.

We have more citizens!

Four dwarves and four animals showed up at the edge of our area. They introduced themselves. The first, a flimsy, strong-minded woman named Kivish Worknets, was a novice brewer, high master grower, and talented metal crafter. I tell her to do all three. The second, a clumsy, imaginitive, but weak-minded lady, revealed herself to be a talented glassmaker and to have hunted animals a lot while they were travelling. She will be drafted. She has a pet gosling named Onul Guildfortress who will be useful for egg production when she grows up. She is followed by Urdim Ropeclouted, an inexhaustible and practical-minded wrestler, potter (hobbies, although the former got turned to military bent due to circumstances), and leatherworker. She will be our militia commander. The last to show up is Erush Hailedwires, an adequate mechanic who will be taking over the job. She is creative, good at focusing, and durable, but also forgetful. There was a fifth dwarf, the only male of the group, who left before I could ask his name.
Also along are a reindeer calf and a horse foal (to be slaughtered) and a female kitten (to pe put to work defending the food stockpiles).

Naturally, I wanted to know how they got here and why they came. Apparently, there is another settlement not too far from here, also composed of refugees from goblin attacks, but without the luxury of picks. They numbered thirty-seven once, but as of the beginning of Granite only twelve remained, the rest dying of starvation or being killed by the undead that plague this area. They had long since run out of supplies and had turned to drinking melted snow and eating the rotten flesh of zombies, the clothes off their backs, or even the bodies of other dwarves to survive.
“But how did you find us? It's not like we have a giant bonfire just outside the door!”
“At the beginning of Slate, we saw some puffs of dust, mist, and snow billow into the air. We sent a party of five to investigate, one of whom was going to be sent back to tell the others--”
“And that was you?”
“No. That party was never heard from again, may they rest in peace. We five were sent in late Felsite. We're only about a week to the west, but it was hard finding you guys--until we saw that...thing. Whatever that sphalerite thing is supposed to be.”
...The sea serpent! Hurrah! The sea serpent allowd these new working hands, and these new delicious animals, to find our small fortress! If it brings more I will build a whole farm of sea serpents in hopes of attracting a rescue party!

53286
In vanilla, you could take an FB with deadly gas or dust, and expose them through fortifications to the gas-targets. Or, if you want more control over the syndrome and an easier time at getting the right syndrome-diver, mod cats or some other common domestic animal to breathe deadly gas and expose some tame cats to a situation like a silk farm. Or apply it to badgers and capture some. Maybe make a venomdrake which flies and has a poisonous breath? Hm...Let me try this...

53287
DF Modding / Re: -Hydra Rising- An original sci-fi mod- Preview Edition
« on: October 12, 2011, 02:50:54 pm »
I can't wait.

53288
DF Gameplay Questions / Re: just caged a cyclops
« on: October 12, 2011, 06:52:39 am »
That's potentially interesting, but even more fun (and saving gobbos to train your militia) is feeding the cyclops migrants.

53289
DF Gameplay Questions / Re: Generating the right world for me?
« on: October 12, 2011, 06:46:42 am »
Mod out aquifers. You can do this be having your text editior replace every [AQUIFER] with AQUIFER in the raw folder's inorganic_stone_soil file.

Learn about advanced worldgen parameters, notably volcano number and mineral scarcity.

Finally, don't look for a "perfect" site, there aren't any. Just look for a good site.

53290
Quote
The spinning Edëm Uderib Belalrîsen Edëm's corpse strikes The Bronze Colossus in the upper body, but the attack glances away!
The body weighs 17803Г (~17 tons, a weight of a crowded school bus!). Are you kidding me? It's no more, no less - a cave-in :( And you say, some fluffy wambler could harm a BC after that?
In older versions of DF, throwing was deadly because of its power.
In newer versions of DF, throwing is deadly because you can easily get a lot of ammo and throw it a lot faster than shooting a cross- or normal bow, without losing more than the occasional stray shot.

53291
Y'know, Toady never said that reanimated severed parts would be able to do any jobs...

53292
DF Dwarf Mode Discussion / Re: Are Hammerlords some kind of sick joke?
« on: October 12, 2011, 06:39:45 am »
And just in case you're tempted to take it as factual because the "Gerald of Wales" guy was probably from the same period, you should remember that only a century or so later explorers were making the totally factual claims of fearsome cannibals with their heads in their torsos, or real live unicorns.

One thing that a longbow could reliably do was kill or startle lightly armored horses, or wear down an armored man at long range, but not impale his thigh in a single go.

That said, even the best plate armour has joints or other weak spots, and plenty of knights had to make do with kit bought secondhand or from the cheapest bidder. If the archers could put enough shafts in the air fast enough they were bound to get lucky sooner or later.

Oh sure, but you're going to have trouble hitting anything important at range and you're in a bit of a hassle if they got close enough. Weak spots in armours tended to be on the joints and such so even if you reliably hit those, it doesn't necessarily mean the bastard is out of the fight. Especially not when rondels came in to use. Those were essentially tiny shields held in place over these weak spots. :P And later plate didn't even bother with these either as advances in metallurgy and armour-smithing meant that they could create plates that curved and overlapped over these weak points.
You know how DF crossbows are killer even with wood bolts because goblins rarely armor several of their body?
Same idea.
Longbows had (with sufficient arc) a very long range, and high rate of fire, so enough archers could put enough arrows into the sky so that enough wounds were scored on the knights and their horses to immobilize (joints were one of the weak spots, remember?), demoralize, or...bleedize? the enemy. And, of course, longbows came into play at a time when there were a large number of peasants. There was a law in...I forget what century, but in Medieval England that every man had to practice longbow at least once a week. Even with the details that surely have either slipped my mind or were not mentioned, that's a hell of a lot of potential soldiers.

Used correctly, you could probably use longbowmen to absolutely destroy any other fighting force from before firearms overcame their initial downsides. (Of course, used incorrectly, they would be the destroyed, but that's the case even with tanks vs. clubs if your tactics are weak enough.)

53293
DF Community Games & Stories / Re: Succession fort Ibrukfeb {Ashenarrows}
« on: October 12, 2011, 06:06:38 am »
It's a 100% mountain biome embark. No neighbors, and for some (related?) reason, you can't embark there.

53294
DF Gameplay Questions / Re: Equipping Armor Efficiently
« on: October 11, 2011, 09:44:11 pm »
Not really, since dwarfy is a term developed and mostly used by the Dwarf Fortress community. More like if someone said "zombie" and someone else replied "Resident Evil. I really loved that game," except that RE is one of the few zombie games to not include "zombie" or "dead" in its name.

53295
DF Gameplay Questions / Re: How the hell do I use next boxes?!
« on: October 11, 2011, 09:39:44 pm »
That's because each tame animal needs personal space of about a tile to not go berserk. This gets humorous when you consider that a tile is enough to comfortably contain a dragon.

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