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Messages - GreatWyrmGold

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54856
DF Dwarf Mode Discussion / Is moss agate a kind of wood...
« on: April 26, 2011, 08:49:30 pm »
,,,or is there some other reason the traders just brought a moss agate training spear?

54857


I have mandated engravings in his chambers, as well as similar ones for the rooms belonging to GreatWyrmGold.
Thank y-
Wait a minute...

No worries. You're not a baron yet, so you haven't started complaining. My IC voice's preferred method of handling Nobles is to get them what they want. So, even if you were, blah blah blah I forget where I was going with that.
I was actually referring to the fact that my tomb is the first room you set up for me.

I am not happy. So much has gone wrong in my short stay as Overseer. Two deaths. Geb is also badly hurt. I don't know if he will pull through. Niyazov has ordered that GreatWyrmGold be removed from his Office and Dining Room, claiming they are far above his station. In order to prevent further conflict, I was forced to oblige.
HEY!
...How long until the fort becomes a barony?

Also, though it is no immediate danger, we have heard terrible sounds from the caverns. They are walled off, so there is no need to fear, but, I believe it to be...



The potential resources in the cave are surely lost.
You can say that again. Deadly dust? Oh dear.

54858
Even when they were coded to do so, there were several conditions:

1) They cannot attack a construction that is ABOVE them, so a Drawbridge that closed an opening in the floor by lowering on top of it and sealing it could not be attacked from below.

2) They cannot attack the OUTSIDE FACE of a raised Drawbridge... it is treated as if it were a constructed wall. In order to attack it, they would have to either be already inside, or be able to flank it, which can be prevented by building the Drawbridge between two one-tile walls, which cover its flanks.
You forgot to mention, #) They were dumb enough to sometimes smash a bridge that they were standing on.

54859
DF Suggestions / "Ass demon?"
« on: April 26, 2011, 07:13:06 pm »
In my errorlog, I noticed an error about an ass demon.

How hard would it be to change things like that to, say, "Donkey demon"?

54860
DF Gameplay Questions / Need an idea for a "little" MP.
« on: April 26, 2011, 07:11:54 pm »
What is a good idea for a megaproject for someone new to megaprojects?

54861
Ahh that is so much better the grounds were just littered with trolls and goblins.  Now how to use these to make something cool...
Easy. Set up custom stockpiles outside your gates/inside the first hallway of your fort that only accept goblin, troll, megabeast, etc corpses and body parts and such. Also elves, if you want that edge in trade.

54862
DF General Discussion / Re: What Would Urist Do?
« on: April 26, 2011, 05:55:02 pm »
Use the blood of elves in his megaproject, instead.

WWUD if Kobolds, Goblins, Humans, and a Megabeast showed up at the exact same time, and they were all pissed?
Most likely, like all of my others, nothing. The factions would attack and kill one another; the remaining one would either limp off or be weak enough for the militia to easily exterminate. Plus, Urist isn't completely certain what the concept of "deadly danger stay inside" is.

What would Urist do if he was locked into a perfectly safe room, with limitless supplies of the best roasts and sunshine?

54863
DF Dwarf Mode Discussion / Re: OMG! It's a...
« on: April 26, 2011, 05:52:09 pm »
All it took was 3 legendary Axe dwarfs with their trusty adamantium battle axes! The dragon didn't stand a chance :D Paws and guts were flying all around!
The first guy to get there got stunned (and I think the dragon did as well), but as soon as the axes started flying... GG dragon :D
Excellent!  Now dig into the caverns and find two flying slime Forgotten Beasts at once and see how well you do.
Can't you simply punch their arms off? I thought slime was liquid  :-\
It would make sense, unless the slime is really, really sticky and/or acidic. Or bouncy. I can see it now...
"The Forgotten Beast Flubber has arrived! It is made entirely of slime."
"Oh, shouldn't be to hard to take care of. Axedwarf! Charge it!"
*The Axedwarf hacks the Flubber in the body, but the attack is deflected! The adamantium battle axe strikes the legendary axedwarf in the head, jamming the skill through the brain and tearing appart the brain!*
"Holy ****!"
Actually, unless the axe hit the dwarf sharp side first, it would be useless as a weapon.

Dragons are a pushover. :(

My last dragon attack was taken care of with just a single volley of iron bolts. It didn't stand a chance.
See, now, that's a problem with crossbows.

(Had my first fire breather, it created a huge brush fire outside my fort and killed a lot of civies before I could put it down.)
...How?

54864
DF Dwarf Mode Discussion / Re: Honey Badger + Magma
« on: April 26, 2011, 04:24:00 pm »
Wait until a dog kills it. I don't see what the fuss about normal badgers is about; they're just annoying.

54865
DF Dwarf Mode Discussion / Re: Over 50% dwarves on break...
« on: April 26, 2011, 04:23:12 pm »
It's weird. It's also annoying how the dorfs on break happen to be the dwarves you need the most at that moment.

54866
DF Suggestions / Re: Post-Mortem Tomb Designation
« on: April 26, 2011, 04:21:15 pm »
It IS rediculous that this has turned from a suggestion, to a discussion on thread necromancy, to a discussion about the discussion, to...

This forum in insane. But not more so than everyone else on Earth.

54867
DF Modding / Re: What can we mod vermin corpses to be useful for?
« on: April 26, 2011, 04:08:36 pm »
It's still a ways away tho... as is worldgen populations not dying from starvation every 4 years.
Off topic, why is it always 4 years? Shouldn't they all starve in the first spring or so if they can't get any food?

54868
DF Modding / Re: Er...What happened to Adventure Mode?
« on: April 26, 2011, 03:42:29 pm »
I...this is embarrassing...I don't know how. But I just added a few custom reactions, a custom race, played a while with no odd effects, removed the [MEGABEAST] tag from BC's, replaced dwarves with BC's in the [MOUNTAIN] entity, and replaced BC's with dwarves in said entity.
Oh, and at a couple points I temporarily removed one race or another, but they're all back now.

54869
Your civ's creature can't speak. It probably is a result of your faulty mod attempt.
A. They're dwarves.
B. The seven starters had names.
C. I have had experience with non-speaking civs, and they have names. Odd ones, and not translatable, but names.

54870
DF Modding / Re: Er...What happened to Adventure Mode?
« on: April 25, 2011, 08:48:39 pm »
Without actual raw files there is little we can say.

Try reverting the dwarf entity back to default, you may have left a typo somewhere.

The only thing I changed was the [CREATURE] tag, which now reads [CREATURE:DWARF].

You could ghave hit an extra key by mistake when changing it back. Its easy for that sort of thing to happen if you're nat careful. any minor tyop in the entity's creature tag could completely invalidate that tag and with it the entire entity. Minor typos elsewhere could screw things up too.


Case in point...
Copy-Paste directly from the raw files. I doubt it.

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