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Messages - GreatWyrmGold

Pages: 1 ... 3568 3569 [3570] 3571 3572 ... 3706
53536
DF General Discussion / Re: Your least favorate monster
« on: August 30, 2011, 08:58:16 pm »
I find bogeymen pretty easy if your adventurer has a slashing weapon, their lower bodies are really easy to lop in half.
That makes one of us, Urist McHasNeverLostSeveralAdventurersInARowBecauseICouldn'tFindAPeasantCrazyEnoughToComeWithMeOrAFortWithinADay'sTravelAndCouldn'tHitTheFrikkingBogeymenBecauseTheyDodgedFromEveryAttackAndOverwhelmedMeWithTheirSuperiorNumbersAndAbilityToKillAnAdventurerInOneLuckyShotWhichGivenTheirNumbersAndDodgingAbilityIsActuallyPrettyFRIKKINGLikelyMrKnowItNone.

Quote
My current fortress is being plagued by skeletal yaks. There have been more losses to yaks than any invaders.
Really? In my one fort, skeletal cave crocs vanished after a few blows. Of course, I was playing Wizard Tower, so that might have made a difference.

53537
DF General Discussion / Re: Bronze Colossi -> Polar Bear Statue!?
« on: August 30, 2011, 08:51:43 pm »
Not exactly secret. Itemcorpse statues are even more random than dwarf-made statues. It might seem hard to get more random than cheese or worms, but when a dwarf makes a statue of worms or cheese he's likely to continue making statues of worms or cheese, or maybe wormy cheese.

Point is, Toady hasn't gotten around to making itemcorpse statues and figurines turn into a statue of the dead guy, or anything specific for that matter.

53538
DF General Discussion / Re: Which grafics do you prefer?
« on: August 30, 2011, 08:41:07 pm »
Curses. Y'know, the ASCII-style graphics that came with DF?

53539
DF General Discussion / Re: Future of the Fortress
« on: August 30, 2011, 08:39:45 pm »
Are there necromancer-type interactions planned for the other spheres? Sorry if this was already asked.

53540
DF Suggestions / Re: Teleporting creatures
« on: August 30, 2011, 05:28:37 pm »
Well, maybe some creatures, but if invaders, angry wild animals, or other such critters could teleport, there would be major problems unless there were some restrictions. Not-angry wild animals, like magic rabbits, could use infi-teleporting, though.

Oh, and if clowns could teleport...well...better hope that the pre-breaching circus doesn't spawn any.
Urist McStartingSeven has been struck down. X7

53541
DF Gameplay Questions / Re: Preventing dwarves from falling in well
« on: August 30, 2011, 05:11:59 pm »
any fall cause a dwarf to become stunned, and a stunned dwarf might drown anyway.

Actually, I've had a dwarf fall asleep under water, then wake up. he didn't drown the entire time he was in there.
And I've had a miner decide he was sleepy while in an aquifer, climb out, fall asleep on the edge, and get swept back into the aquifer by some overflow from the less-than-perfect drainage system. He drowned, the idiot. Urist at its finest. All it lacked was being on fire.
Ahem. Anyways, that kind of stuff isn't certain.

About the actual question, I've found that putting wells at the edge of stuff and not right in the middle of dining rooms works good for not-drowning. Also, reconsider having a waterfall fall into a well in the middle of the main meeting area.

53542
Biome differences.
To fix it, well, since Necro isn't around to say it,

MAGMAAAAAA!!!!!!!

53543
DF Gameplay Questions / Re: Can dwarves use bows?
« on: August 28, 2011, 07:32:16 pm »
Dwarves can also smack their enemies with bows. It's about as effective as you'd expect.

53544
DF Gameplay Questions / Re: Auto-Resetting Drop Trap
« on: August 28, 2011, 06:56:44 pm »
Dangit, the dwarf walked STRAIGHT OVER the bridge before it dropped him 5 stories and forcing me to savescum after the test! Maybe I could restrict the prisoners to a burrow on top of a bridge and drop them like that...will require a totally new design though,,,New fort!

53545
DF Gameplay Questions / Re: Auto-Resetting Drop Trap
« on: August 28, 2011, 06:09:30 pm »
...Really? Testing. I blame you if I lose my legendary miner.
EDIT: Great. Now how will I get my migrants into my jail? Maybe a bridge...?

53546
DF Gameplay Questions / Re: Auto-Resetting Drop Trap
« on: August 28, 2011, 05:46:18 pm »
No, I mean that the lever-puller will stand NEXT to the lever, like they do every time one of MY dwarves pulls a lever.
And I was asking if the pressure plate would close the hatch when the dwarf moved off of it. Are you SURE you read the OP?

Sorry if I seem rude, but...

53547
Zip. Zero. None. Even other dwarves need to converse extensively with one another before they can guess the gender of another dwarf.

53548
DF Gameplay Questions / Re: Sweet axe, bro
« on: August 28, 2011, 03:25:42 pm »
Dunno. I rarely go that far.
Try evacuating the stockpiles (of gear) and flooding them. Or lock the door.

53549
DF Gameplay Questions / Auto-Resetting Drop Trap
« on: August 28, 2011, 03:23:31 pm »
If you had a lever hooked up to a hatch such that the lever-puller is dropped into a pit, then hooked up a pressure plate where the droppee would land, would the following sequence
Spoiler (click to show/hide)
occur?

53550
DF Gameplay Questions / Re: Dragon Farming?
« on: August 28, 2011, 03:15:36 pm »
It's possible, it's even been done, but the "easiest" way is to make a big single-continent world with lots of megabeasts.

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