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Messages - Crazy Cow

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1126
With some of the other new stuff, I'm looking forward to the new night creatures. There are three possibilities I see with them in regard to Adventurers:
1) No infections from them. Infecting is a world-gen only thing.
2) If you do get infected by a lycan/vampire, you get a message saying you've lost your marbles and become another monster in the sewers for the next adventurer to fight.
3) What I'm hoping for. If you are bitten and it breaks the skin, you become a night creature but continue to play. Things like uncontrollable change into a wolf at night, drinking blood instead of eating, and other things would be bestowed upon your character. I doubt it will be quite like this, but here's to hope.

1127
Adventure mode crafting is a must, as it allows you to make your own weapons and armor from bones and leather. There are plenty of other mods available, although its pretty hit-and-miss with those. My suggestion would be to have only a few minor ones, but that's merely my opinion.

1128
There was a succession-like game where people tried to do this, and I thought it was an excellent idea. I would most definitely play it, although you should probably put some of the better mods into it.

1129
DF Dwarf Mode Discussion / Re: Current King of beasts?
« on: April 29, 2011, 08:35:59 am »
Badgers are very violent, as others have mentioned. My guard animals are frequently mauled by conga lines of berserk badgers, although I have never lost an actual dwarf to them (yet).

1130
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 28, 2011, 10:54:19 am »
Oh gods I am screwed.
I'm playing an unmodded game of Dwarf Fortress, with the exception of the Matrix tileset. Elves come, I seize some food, wine and their good animals (a jaguar and a cougar). That was before I realized who the trader was.

1131
DF Dwarf Mode Discussion / Re: How do you designate mining?
« on: April 27, 2011, 07:38:05 am »
I usually designate it in bits and pieces. Not knowing where soil, stone, or anything else is, I'll explore a bit before placing a few key rooms, then expand from there.

1132
DF General Discussion / Re: The new Matrix tileset
« on: April 26, 2011, 12:23:38 pm »
My gods, and my freind claims his eyes bleed in the face of normal ASCII. I will use this at least for some fun. Great job!

1133
DF Adventure Mode Discussion / Re: How to stop flying
« on: April 23, 2011, 05:11:19 pm »
The ">" key will bring you down. "<" will make you start flying again.

1134
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: April 23, 2011, 04:22:23 pm »
Playing as a GCS. Other than the occasional bandit, there isn't much of a problem. He has maxed social awareness or whatever that stat is, and has a total of fifteen companions. Grand Master Dodger, Competent Biter, Adept Wrestler.
I just got a quest to kill another GCS. This won't even be fair.

EDIT:
One companion lost a foot. Everyone else jumped on the critter and tore it apart. While I was shaking its abdomen around, a maceman got the killing blow. Whatever.

EDIT:
DAMN YOU RANDOM CRASHES!
Set off to kill a giant. Arrived, and...
"Nemesis unit not loaded."
Sigh... wasn't to terribly happy with a GCS anyway. Not much variety in the way of attacks.

1135
The law-giver of the human civ I am questing for is a demon.
"A great skinless gecko twisted into humanoid form. It knows and intones the names of all it encounters. Beware its deadly dust!"
I'm hoping he can be recruited, although he is quite creepy. He also just gave me a quest to kill a GCS.

1136
Don't kill him. The law-giver of the human civ I am questing for is a demon, and he just gave me a quest. Laugh at the poor manipulatable humans and ignore the demon. Try recruiting him every once in a while.

1137
I've played with this a while and really love it. The Bog Trolls are really tough; I wasn't expecting them, and the thieves got through my single line of cage traps and killed everyone in my 16-man fort. But I really love this mod, you did a great job.

1138
Weapon/armorsmith. They get looked after, as they are an important part of any fortress. They also have little risk in their day-to-day lives and get to make cool stuff to boot.

1139
DF General Discussion / Re: What Would Urist Do?
« on: April 23, 2011, 10:09:28 am »
Eat himself.

WWUD if he were playing Dwarf Fortress?

1140
DF General Discussion / Re: Dwarven humor, its easy to do
« on: April 21, 2011, 10:17:42 am »
Here's a terrible joke for you.
Where does a midget keep his silverware?
Spoiler (click to show/hide)
Say it out loud if you don't get it.

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