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Messages - Karakzon

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226
We should unchain some of the preists and pick apart their brains for information on the god -for who else could it have been?- who put this ring on our finger. The temple has been desercrated to hell but still had the presence of that being. As such, eather level it or keep the alter as it is and build your own shrine/temple opposite.

as for the sex with wife: just roll a random pregnant or not. Dont put effort into helping or stopping pregnancy chances. we need to aha, consimate the marriage afterall.

Should move our capital into Dolnar and make it a touch like minas morgul crossed with isenguard, but as the way of a stageing ground instead of a true capital.

-Invest our evil power into making a source stone, like what our necromancer has but for our own personal use?
-Invest our evil into the land and corrupt?
I feel we should invest some of our evil, we could use some of it to improve a group of soldiers to become our elite infantry.

Raise some of those ogres and see if we can get a contingent of them in our realm. They will make good servants. Ogre Baneghoul anyone?


otherwise: agree with UR's plan.


227
a succubus dosent have to mean madness.
just that she becomes insainely attractive to mortal men and they die if they touch her.
Brilliant way to fuck with her when we get those lover boys in our possession.
so we could begin by "enlisting" this, er what's his name again? the guy she lust for, corrupt him just a little bit (very very little), and gently, unnoticeably push her lust upward (but if possible prevent them from having babies. sterilize the guy maybe?), and through lust she'll fall (just as Nameless...)

Turn him into a eunuch ^^ qucik, easy and painfull.

228
a succubus dosent have to mean madness.
just that she becomes insainely attractive to mortal men and they die if they touch her.
Brilliant way to fuck with her when we get those lover boys in our possession.

229
DF Dwarf Mode Discussion / Re: Giant Sponge: Terror of the (not so) Deep
« on: February 15, 2012, 01:29:47 pm »
Beware, it is the dreaded spongebob square pants xP

230
Other Games / Re: Dwarven Invaders - A social experiment based on Minecraft
« on: February 15, 2012, 11:02:39 am »
all sounds good to me on the warp in the old fort. though well probably end up taking all its resources and building a forward raiders fort somewere tbh. all depends on how much sentimental value people place on the place. Meantime, im on the server attending the farms and finishing the last tower before i bunk off to play the new df release for a bit.

231
His soul was exploded into pieces, get some of your mages to summon him back from hell one shred of soul at a time and stitch him back together. If it works we get him back, if it dosent we get a demonic monstrosity.

Its win/win

meanwile: up one of the royal army generals as a champion/general.

Marry the princess, THEN turn her into a succubus then have her carry your second spawn or go take the souls of the neighbouring kingdom princes. Bonus points for conducting the marriage in the middle of the city during the full blown slaughter and getting it done safely.
Also: have her farther give her away and crown her as queen via abdicating his thrown. The crown will burn his head off with its own magic and you can pop it on her head then ^^

also: our old consort isent worn out physically, she can still bare young if we need her to. He minds just a bit loose is all. we did put it back together, we wouldnt do a half-assed job of it.

Nameless needs black paladin armour + sword for protecting our consorts and young xP Demonicaly enchanted of course. With a slight addition to have enhanced loyalty to anything of our bloodline.

232
Other Games / Re: Dwarven Invaders - A social experiment based on Minecraft
« on: February 14, 2012, 05:10:09 pm »
when we do get round to trapping our surroundings, well want simple traps and general barriers to make moving about out their hell for even the most prepared. well also need to make a mine sometime maybe on the mountains by our base, just so that we have a steady supply of materials when we do go out, wich is basicaly a stronghouse/storeroom that can hold its own for a short period of time from attackers from any entrance, be a good place to put test traps as well -hidden like the first fort in style-

since were fairly far away from other players we should try make some fake cave traps etc as well. just to kill the unwary, and i mean simple things that we can leave in unclaimed territory.

233
DF Announcements / Re: Dwarf Fortress 0.34.01 Released
« on: February 14, 2012, 04:29:12 am »
ALL HAIL TO THE TOAD!

*ahem* :)

234
Other Games / Re: Dwarven Invaders - A social experiment based on Minecraft
« on: February 14, 2012, 04:24:58 am »
considering that it is still a brilliant work of redstone, let him do it, we can use the smaller versions for after the main entrance as part of the airlock. we may need to expand that magma trap to cover most of the way towards the entrance mind so no one can avoid it if their dumb enought to throw the switch.

235
Other Games / Re: Dwarven Invaders - A social experiment based on Minecraft
« on: February 13, 2012, 05:33:20 pm »
The corner towers are nearly done, but i need a crap tone of coal to finish them off -stone brick blocks are a resource hog-

when thats done ill help out with the sand walls. A note on them: we may need to dig down the entire outer edge of the moat by 1 more block so someone cant just stand on the edge and dig away at our wall.

after that well just have to help wayward with his central stair case and moving any animal pasutres about as needed.
Ive planted some trees in a grassy area for anyones persual -just make sure to plant them back at every 5 blocks from each other-

ummm ah yes: we may need to consider some kind of parrapet for the sand wall when were happy with its height, so we can look over and shoot when we want to do some patrolling. Who ever made the automated melon farm may need to go check it all, i hope i havent damaged any of the circuitry but ive tried to keep it as close to what it was as possible for you wile i laid the foundations for the last tower around it.

Each tower has a workbench up top, and ide suggest someone making a single chest for each to stuff with arrows and a couple of bows. after that we can decide on internal floors etc if want arises. They would be a good place for peoples rooms. weather we link the towers up via underground or walls is up to you guys. though each has a passage to the sandwall in their side. And ive kept them to the origonal towers theme as much as possible.

236
nah, nuke loves us as much as we love him.

But the dice thing might be a good way if we have a tie. Or doing the one most likely to suceed.

237
Other Games / Re: Dwarven Invaders - A social experiment based on Minecraft
« on: February 12, 2012, 05:41:01 pm »
do what you feel best man :) im just stateing major projects in general. its the bay12 fort so everyone should have something of their own in it.

238
Other Games / Re: Dwarven Invaders - A social experiment based on Minecraft
« on: February 12, 2012, 04:05:54 pm »
fun to be had.... righto lads heres the plan: we need to expand our farms and pastures, the top level ie ground level needs to be built up to something wede like to have, i suggest a castle and then a statue/tample of armok.

we also need someone to work on cobblestone generators to make a bridge with a roof above it from the main gate -so we can use a magma curtain and not have to fiddle with it constantly to get in/out- with an airlock system behind it. so mechanics! the miners have done our part, now its your turn.

once we have all that done we can start on the more mundane things to make this a fortress to be proud of.
If you want a real challange then ide suggest you try making all the wall from the bottom of the sand down to the moats floor level sand. But im not going to join in on that one personaly. Bit zonked from the minnign the moat.

239
Other Games / Re: Dwarven Invaders - A social experiment based on Minecraft
« on: February 12, 2012, 12:22:04 pm »
suggestion: have the levers for this tunnel inside a controll box were the controller cant get out if its the wrong switch, and it kills them.

240
my notes on the matter:

corrupt all the soldiers etc and get them to capture the wizards themselves. when those old fools are our captives we can corrupt them to our cause at our leasure, or hand them over to our mages in CFM to extract their knowlegde before their burned at the stake in our name.

We should take the kings daughter as our consort definatly, we should lock the mutated king in chains if he gets too annoying and hang him from our gatehouse walls.

The nobles should be turned into vampires. why? it limits their movement and abilitys, makes them shun their old religion and is classicaly evil.
It also means that they can never, ever go back to what they once were so rebellion is out of their mind. Giving each a specter advisor/guardian as well.

we should reward our champion with more mental strength say +3 and more physical +3. As for our daughter, her mother and her should be brought to join you in your new place alongside any new consorts, forbid your consorts for killing each other or your daughter to do anything to their siblings so long as they are within -define capital here- boundrys or around you.

Our daughter will eventualy choose her own partners, but well not make her marry any she wouldnt want to. Any son's of the king should be killed -classic evil- or corrupted to gibbering monstrositys.  we should get our current consort pregnant again as well, so our daughter has a sister like her, and will keep our current consort from getting jealous for attention. The unnamed guard weve been corrupting should be kept as a guardian to all our consorts and heirs. The unnamed black guard. when hes corrupted enought we could make him into a wraith type guardian.

The titanghoul is asleep. we should put some of our basic prayer energy into keeping it in sleep and put it back in its cage, then make a beast to transport the titanghoul cage without having to rely on the dragons.

Use new sacrafice powers to mutate one of the dragons to larger size etc might be a good idea for the cage transport. its natural intelligance and making it swear fealty to us would also make it a good choice for stopping the titanghoul should it try attack our forces when were not their to stop it. Would also make a smashing mount for us ^^ -we could send the titanghoul to cullen for the time being-

When the nobles have been sent back to their lands and we own everywere bar the few pockets of resistance we can use the new power to create more black imps to massivly improve the mines. meanwile itll be easy to use our forces to lay seige and spread corruption.


Also: we should develop some kind of totem monoliths to be placed across the land, with these, we can use them as conduits to increase the flow of power from prayers, gathering magic and etc. it also means we can move evil around at our leisure from their natural sources and we can deposit some of our own power into the system if we need to store it somewere temporarily -ie if we need to take human form without killing everything in our presence from the magic pouring from everywere-

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