Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3559 3560 [3561] 3562 3563 ... 3706
53401
DF General Discussion / Re: Welp, what woodcutter?
« on: September 24, 2011, 10:35:09 am »
Attacking your own entity (the human caravan) triggers a "loyalty cascade" where everyone involved in the attack becomes an enemy of your civilization and everyone who attacks them becomes an enemy and so on. It looks like your woodcutters (you'll notice there's more than one name) are all scaring each other while they're working because they're all enemies.
I thought that disloyal citizens attacked other civ members. I guess that this result might make sense, though.
Urist McCivEnemyWoodcutter: Doo dee doo...An enemy! RAAA-Oh, no! He's got an axe! *runs away*
Urist's brain: You idiot, you have an axe too!
Urist McCivEnemyWoodcutter: Oh, right, this thing. Doo dee doo...An enemy! RAAA-Oh, no!

53402
Uh oh...
anybody remember the phrase "magma solves everything"  ;D
Bear in mind that part of our fortress is MADE OUT IF ICE.

-----

TSTwizby, did you (try to) fix the webbers the way I suggested? If so, did they work?

53403
I can't wait! Hm...what dwarf, what dwarf...

53404
DF Modding / Re: Adventure Mode Civ
« on: September 24, 2011, 10:14:28 am »
Yup, it works. Theoretically you could put every creature from aardvark to zebra into an entity, if you modded in aardvarks and zebras.

53405
you know, it would be really neat if dwarves could learn from books  -- not just the ancient secrets of life and death, mind, which are spiffy enough, but useful things...
Secrets of life and death are VERY useful! Let's see: Zombie butlers, zombie dishwashers, zombie cooks, undead-walking-skin-things for mobile notepads, unliving skulls to adorn your scepter (side note: Animated totems would be awesome), half-zombie footrests, reanimated goblin soldiers, a pit of flailing zombie limbs to dump prisoners in...

(I meant to imply there that grammar wasn't important for what I needed, and so I've done things in the opposite order I originally thought -- I haven't added the grammar system)
(I don't think the parentheses are necessary)
(The infidel dares defy the Great Toad with his heathenish punctuation?! THROW HIM TO THE MAGMA BEARS)

I guess this puts us one step closer to the mythical procedurally-generated poems, doesn't it? I will accept the pregnancy and apes with open arms on that day.
...Wait, WHAT?!?!

53406
DF General Discussion / Re: "Its cardinal exoskeleton is sleek and smooth."
« on: September 24, 2011, 09:59:17 am »
You can imagine it being covered with *engravings* of cardinals or something.

53407
DF General Discussion / Re: How Close are we to the Next Release?
« on: September 24, 2011, 09:58:41 am »
Wow. More and more useful stuff keeps getting added. Consider these notes from the past couple weeks:

"The player-controlled dragonfire worked on all those elves in the arena, and things will actually catch on fire now instead of just melting. Forgotten beast webbers work properly..."
"The largest thing I've added for them is a sort of transformation rolodex to maintain appearance properly when werebeasts return to their original form...Now they return to the same condition, minus wounds. I suppose I could add wounds in as well, but it'll be a feature for now...I also ran and adjusted several more werebeast attacks to get those working better. There are just a few adv-as-werebeast quirks to work through now, and I can finally check one of these off with some finality."
"Today I made a debug button that converted every dwarf but the first into a zombie that is also the first dwarf's child to test out the various negative thoughts from before. Those thoughts are more specific now as well. Messed with corpse chunk naming conventions, so that it won't just say "bronze colossus's bronze" for instance, when a hand is lopped off...Jumped the gun on books a bit to make necromancer towers more varied...you can currently read them and learn. If you can read."
"Zombies survive much more readily now after some changes to their physical attributes, so the starting dwarves can't clear out an entire invasion on their own anymore... I broke the "Cannot follow order" message for soldiers into about a dozen hopefully helpful messages."
These on their own would make the next version great. Add in necromancers, night creatures, and the ability to do 3D designations...Awesome. I just hope the last few bugs don't take too long.

53408
What about F.*.C.K.T.H.E.W.O.R.L.D. after the magma device that kept them safe before indirectly killing them all?
How about I.E.D.?

Inevitable
Environment
Destroyer
Doesn't spell anything.

53409
DF Modding / Re: Making a creature/civ use stone gear by default
« on: September 23, 2011, 03:18:07 pm »
Obsidian melts tooo!
Yes, but obsidian swords can't be melted down to bars to be forged into clubs/axes/Armok knows what.

53410
Uh oh...

53411
That's plenty mega. You also made the fortress liveable.

53412
DF Community Games & Stories / Re: Unitedwires, a community fortress
« on: September 23, 2011, 06:26:14 am »
I'll take the third turn.

53413
Let's have the best of both worlds.
Normal hard pit when stuff falls down.
Once everything precious is pillaged and stocked inside the fort, release 1-z level of magma to clean the rest, and drain it back somewhere else when it's done.
Rinse, repeat.
... I think I'll do that.

I think it would be easier to just make the landing pad a bridge, under which Our Dear Friend resides.

I see the actual word for it a trademark of Necro.
Two things:
1. Who cares about easier? THIS! IS! SPECIALSURPRISE!!
2. You could also call it L.A.V.U. fluid--Lovely Agonizing Volcanic Underground fluid, or (if you don't like that) B.O.A.T.M.U.R.D.E.R.E.R.--Boatmurdered's Original Amazing Type of Martial Underground Evil-Ravagers' Effervescent Retaliation.

53414
DF Dwarf Mode Discussion / Re: D.O.R.F: S.U.B.W.A.Y. Transportation System
« on: September 23, 2011, 06:17:22 am »
I think you may have better luck with an elevator system of retractable bridges, though that doesn't solve the issue of horizontal transportation.
But then I can't control direction.

Cave-in dust is also one of the most lethal forces in the game.  Any concentrated attempt to hurl dwarves via cave-in will result in armor-plated sludge hitting the ground, as their bones have been broken so much as to be liquid and several limbs have been removed.  Therefore, it's highly encouraged that all prototypes be elf-powered.
Really? In the arena, the worst that happened was a few broken feet and stuff like that...and a dragon, two cavies, and a dwarf landing in a tangled heap...
And I was thinking of cat-power. Arena testing showed that a dwarf, two cavies (the lightest creatures in the game), and a dragon (the heaviest creature in the game) fell into the exact same square, so I doubt that weight is an issue.

53415
I was planning to add them as soon as I had time to think of "good" acronyms. B.O.A.T.M.U.R.D.E.R.E.D. is kind of long...maybe M.U.R.D.E.R.B.O.A.T. would be better?

Pages: 1 ... 3559 3560 [3561] 3562 3563 ... 3706