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Messages - GreatWyrmGold

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54691
DF General Discussion / Re: What Would Urist Do?
« on: May 13, 2011, 07:19:57 pm »
He'd eat it, of course. Goblins have no love for kittens.

What would Urist do if he was told to remove the single little bug corpse wedging open a door?
Absolutely positively nothing.
I doubt anyone's surprised.

What would Urist do if she (just for a change) was a noble and was forced to take all of the punishment for all the harm she had caused?

54692
DF Adventure Mode Discussion / Re: Wait...servant of...
« on: May 13, 2011, 07:16:55 pm »
I am not so surprised, there are Anime's where children are generally creepy.
DF is not anime, though.

What if it was?  :o
Df, it's not anime. Anime is not DF. If DF was an anime, it would not be DF.

I wonder if anyone else knows the song that was just running through my head. I doubt it.

54693
I've considered it, and I think I've finally decided to take a turn if:
1.) You haven't put in an arbitrary limit to the number of turn,
2.) The fortress is still alive when my turn comes around,
3.) My dwarf is alive and(/or?) leader of this little place, and
4.) I'm given enough warning to know when my turn is.
I think that that all is reasonable...

It seems I might have to wait a while, though.

54694
DF Adventure Mode Discussion / Re: Wait...servant of...
« on: May 13, 2011, 07:03:47 pm »
I am not so surprised, there are Anime's where children are generally creepy.
DF is not anime, though.

54695
DF Adventure Mode Discussion / Re: Wait...servant of...
« on: May 13, 2011, 06:10:43 pm »
That is that civilisation's religion. Before XX.13 basically every human was religious and would say stuff like this. I rarely ever see it anymore either, though. Funny find, though. I imagine that as sort of like a mystical prophetic possessed child of death haha.
I know what it is, but the macabre subject seemed inappropriate for a little girl of seven years.

54696
DF Adventure Mode Discussion / Re: Option to disable the bogeymen?
« on: May 13, 2011, 06:09:53 pm »
I think they're made to be a nuisance.
Your idea of a nuisance has killed every one of my adventurers that has had to face them.
And I make demigods.
Multiple SMB and titan kills under my belt, but my followers got slaughtered? Too bad, better make a new adventurer.
I'd hate to see what your idea of an actual problem is.

54697
DF Adventure Mode Discussion / Wait...servant of...
« on: May 13, 2011, 05:59:08 pm »
I recently met a child in a shop. Not seeing many children around, I chatted with her.
She said that she was a servant of death. And to give myself to suicide or something like that.
Later conversations yielded such tidbits as "Life is, in a word, death," "Yes, consider death," "Consider death," and "When going on a long journey, don't forget to speak the praises of Death." EDIT: Also, "Prudence demands that you consider suicide."

WHY ARE ALL KIDS IN DF EITHER BEING USED AS SHIELDS OR CREEPY?

Also, why is this the first pious person I've met?

54698
Looks interesting. Kobolds in these camps build kilns, right?

Also, how do kobolds deal with eggs? I've had...issues...with egg-laying critters in the past.

EDIT: Downloaded KC, copied the raws over, and got this monster of an errorlog. (Oh, and DF froze up when I tried to gen a new world.) Specifically: Many minerals claimed to be unlocatable and [STALK_WOOD] also claimed to not recognise many plant tokens.
Did I do something wrong or is this mod f***ed up?

Apologies for the late reply.
So, I attempted to recreate this myself thinking I may have messed up the RAWS .rar. However, upon re-downloading DF 31.25 and shoving the kobold ver 1.253 RAW zip inside, I didn't get that same error log (or one at all, for that matter). Nor does the pre-packaged KC yield anything for me.

However, based on your errorlog, it seems that the main problem is rooted in the template file (material_template_default.txt), as it's not finding the stone or, in the case of wood stalks, plant entry. I can't pinpoint it since I don't have your raws, but if I hazarded a guess, it'd be that your material_template_default.txt is different somehow.

Also, fraid I'm unsure about how kobolds mess with eggs, or really much of anything. I just haven't had the time to really sit down and make a good test-run of a fort recently, so I do little more than port to new versions and make sure that it at least gens a world alright.
Well, here is the raws I used, and if I get KC to work I'll be a !!scien!!tist for your mod.
In my experience, all female egg-layers lay eggs sometimes, other kobolds carry them off but refuse to cook them, and even with eggs forbidden the female will wander off. Therefore, as long as kobolds lay eggs, chances are they'll have trouble with kids.

54699
DF Modding / Re: Colonisation: Year 3000
« on: May 13, 2011, 04:26:38 pm »
Cool mod. Is there a readme that explains the new power/industries/buildings/etc a bit better?

54700
Excellent. I just might borrow this for my zombie mod.

54701
DF Dwarf Mode Discussion / Re: Badger: The New Carp?
« on: May 13, 2011, 03:41:57 pm »
Badgers? Mild irritnce, might kill some cavies or a turkey or something, but dogs fuinish 'em off and against dwarves they have no chance.
Honey badgers? Not much worse; maybe a bit stronger but only one at a time.
Badgermen? A bit worse still, but a decent soldier should finish them off fast.
Giant badgers? Run.

54702
DF Gameplay Questions / Re: The Undead Legions...
« on: May 13, 2011, 03:30:22 pm »
That too. There's very little that can't be solved with cleansing fire.
Except for tantrum spirals.
I'm assuming you'd try to save the fort, of course.
I thought pierce waepons did minimal damage and blunt weapons did the most against undead. am i wrong?
Depends. All we know right now is that chopping up zombies would result in zombie limbs and torsos. This is bad, at least for those of us not planning to make a zombie-filled miasma-spewing pit of goblin-doom.


54703
DF Modding / Re: Redundant Organs?
« on: May 13, 2011, 03:24:56 pm »
The Greek monster Geryon was often depicted as having three bodies attached to one head...would that be a good idea?


Well the problem with that is that in DF the upper torso is considered the "root" of the body and all parts are added to it so I'm not sure if something can have more than one upper body with out causing issues.
You'd need tomake a new body plan, so why not have the head be the root on it?

54704
In regards to the first question, yes (provided "butable" is a typo for "buyable" and not "butcherable"), but if I recall correctly, you will be unable to assign them any jobs without using some sort of outside utility.  They'll just hang around and gain social skills.
You assumed right.
Well, if hose-elves can't even clean, what's he point?  :'(

54705
DF Gameplay Questions / Re: Gee, that was dumb of me.
« on: May 11, 2011, 08:57:19 pm »
...how do you fail to embark with a pick? Are you some kind of filthy above-ground living human?
The pick I did on purpose. It's a challenge. The mistake was not bringing a hunk of clay.

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