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 ... 3593 3594 [3595] 3596 3597 ... 3706
53911
DF General Discussion / Re: What is your favorite type of Iron?
« on: July 16, 2011, 09:22:27 pm »
Hm, hemqatite I think. It's the one I see the most.

And no, not to my knowledge. I like putting forts as far downriver as I can while avoiding salt water. Last time I did that, my wagon was on a frozen river in a 3 z-level river valley.

53912
DF General Discussion / Re: What Would Urist Do?
« on: July 16, 2011, 09:15:21 pm »
Nothing, unless you count decomposing.

What would Urist do if he fell into the zombie pit?

53913
DF General Discussion / Re: Two human civilisations lol
« on: July 16, 2011, 09:14:19 pm »
And poorly-made mods.

53914
DF Adventure Mode Discussion / Re: I hate bogeymen, do you?
« on: July 16, 2011, 07:59:48 pm »
It's even WORSE when you are trying to find a fort that isn't abandoned so you can find companions to you can STOP BEING KILLED BY THE #$#%^ BOGEYMEN!!!


Yeah, I dislike bogeymen somewhat.

53915
DF Adventure Mode Discussion / Re: Bogeyman
« on: July 16, 2011, 07:56:17 pm »
Not if you have a helm.
HAHAHAHAHAHAHAHA
Oh, how I wish it were true. Bogeys have a history of kicking and/or punching peoples' brains out THROUGH helms. Besides, by the time I have a helm, I usually have a companion. To say nothing of my dwarves, who can't find any armor their size.

53916
DF Adventure Mode Discussion / Re: Death of old age?
« on: July 16, 2011, 07:47:11 pm »
I have a harder understanding of how someone so old and weak is still the leader, or have the ability to stand.
Simple. Noone ever challenged him to single combat. As to the not falling over, he probably gave himself a heart attack yelling at you to get off of his lawn. Or bragging about his kills. I suppose those aren't mutually exclusive.

53917
DF Gameplay Questions / Re: Armless dwarf?
« on: July 16, 2011, 07:33:42 pm »
Draft him into a squad with an empty uniform replacing civilian clothing. Next time a siege comes, tell Armless McJenkins to attack the goblins. Hilarity shalt ensue.

53918
DF General Discussion / Re: Caravan arc doubt
« on: July 16, 2011, 07:31:24 pm »
HECK this game is on it's alpha stage and it has more content than nay other game in history!
Ignoring the tyop, I think this is rather unproven. I think most MMORPGs have a chance at that title, if only by the sheer diligance of adding new dungeons and gear for several years.
However, DF might have more FEATURES then any other game in history.

53919
DF Suggestions / Re: Cavern location!
« on: July 16, 2011, 07:28:16 pm »
No, all tags are NOT arbitrary. Galena is less useful than native silver, but that doesn't mean Toady One made galena more common. Microcline is less useful than bauxite, but Toady did not reduce the amount of bauxite. A bronze colossus can beat up two hydras easily, but that does not mean that Toady should reduce BCs' power or increase that of hydras. And don't get me started on titans and FBs. Just because it would be bad for gameplay does NOT mean that you should arbitrarily remove a trait from adamantine. If there was a good, in-story way for adamantine or whatever to not notify hollowness, then sure. Otherwise? Arbitrary, which should be avoided when possible.

So no, adding the [FLIER] token to birds is not as arbitrary as assing the hypothetical [nohollownotify] tag  to adamantine.

53920
DF Suggestions / Re: Miniature Animals
« on: July 16, 2011, 07:19:50 pm »
Eh, I don't really see the point to it. Personally, I'd rather have new species in non-savage biomes then have small species for every other creature. It seems a tad to messy to have 4 different creatures for a single creature. (Men, Giant, Regular, and Mini)
I see you point, but would still like the awesomeness of an elephant in a package that does not starve itself to death by existing. And so forth.

53921
DF Modding / Re: Iron Webs and Other Chain-Creature stuff
« on: July 16, 2011, 07:17:09 pm »
Obviously. How can I get an apendage to do all the things I want chains to be able to do?

53922
DF Modding / Re: Dwarven History shape descriptions
« on: July 16, 2011, 07:16:21 pm »
Boatmurdered, of course!

Are you sure those would work? Speaking as someone who has no idea hw that modding works, that looks wonky.

53923
DF Modding / Re: help with reactions
« on: July 16, 2011, 06:36:44 pm »
What do you need help with?

53924
DF Modding / Re: Material requirements
« on: July 16, 2011, 06:35:52 pm »
I see the problem.

Here's the reaction for making the piercer:
Code: [Select]
[REACTION:MAKE_PIERCER]
[NAME:make piercer]
[BUILDING:SMELTER:NONE]
[REAGENT:A:[b]1[/b]:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PIERCER:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:SMELT]

Bars are kept track of in units of 1/150th of a bar. Replace the bolded 1 with 150 and it should work. Most likely your piercer spike reaction has the same issue.

53925
DF Suggestions / Re: Allow catapults to shoot anything.
« on: July 16, 2011, 04:01:42 pm »
Problem being that catapaults are buildings.

Pages: 1 ... 3593 3594 [3595] 3596 3597 ... 3706