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Messages - nanomage

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586
Forgive me if I am wrong but does not a ten layer drop kill all by explosion.
:D
hands and heads will still be intact, and they will be reanimated I think.
Actually, I'm surprised that magma doesn't help. Bones should burn to nothing given enough time because they have heatdam and ignition points afaik.

587
DF Suggestions / Re: Depose false gods
« on: February 21, 2012, 08:29:31 am »
Also, allow adventurers to call out gods who aren't false and thereby get afflicted with worldgen curses.
That would have to wait I'm afraid. afaik, all gods are fake.

588
DF Suggestions / Re: Observing
« on: February 21, 2012, 04:44:55 am »
nice idea, although I think that children apprentices should perform labors at their masters' command, especially things like "bring that that and that". Would be great if children could make mistakes bringing wrong things and get shouted on and beaten for it.
Also I believe some dwarves should become uncomfortable with having nasty children being assigned to them and messing around interfering with their work and spying their secrets, even as far as trying to attack them.

589
DF Gameplay Questions / Re: Mass Pitting Proböem
« on: February 06, 2012, 12:41:13 pm »
I've tried this a few times over the years with no joy. My badgers always run away--well, three out of four do. And they don't really run away. They ravage the civilians in my stockroom, cause they tend to be badger women and giant badgers.

Can one of you brilliant, attractive men find the flaw in my system?

1. Square 3x3 animal pile with a hole in the middle.
2. Hole goes down a level into the wildlife sanctuary. No ramps out or anything.
3. Hatch cover over the hole.
4. Make the hatch-covered center square into a pit.
5. Assign badgers in cages (all on adjacent squares) to the pit.
6. One badger falls in, and takes some time out to reflect on its life choices.
7. Three badgers run a(r)mok upstairs, spilling dwarf fluids.

Much obliged.

try ordering the badgers pitted one by one.

590
Curses / Re: Questions and Answers
« on: February 06, 2012, 12:09:32 pm »
As two further arguments for linking religion to charisma instead of intelligence, I mention two famous religious leaders that were both highly intelligent and charismatic:

Dr. Martin Luther King, Jr. and Ghandi

Yes, they were both undeniably smart.  However, the first thing to come to mind when you think of these men isn't "smart" but "charismatic".  If we had the old system, I'd suggest linking religion to both charisma and intelligence.  But since we can only have one, I think charisma is the best fit.
Well couldn't we say they just had high Persuasion skill as well? That's the skill that makes people do things because you say so, I think.

591
DF Gameplay Questions / Re: Thunderbird vs. My Only Military Dwarf
« on: February 05, 2012, 12:25:22 pm »
well if no migrants will come you'll have an excuse to mod in child labor, forbid abortions and expropriate the unterdwarves! Heil Armok!

592
DF Modding / Re: Ideas for a meme mod
« on: February 02, 2012, 07:12:14 am »
i think you should also have candlejack vermin which would cause your dwarves to suddenly dissape

593
DF Suggestions / Re: Adultery
« on: February 02, 2012, 06:21:12 am »
I think we'd better wait for the more general crime&punishment thing before discussing anything as specific as this.

594
DF Suggestions / Re: Pool of Molten Metal
« on: February 01, 2012, 03:39:08 am »
What about if iron, coal and a flux stone packed on one square were melted with magma to make a steel chunk?
Iron would not melt in magma without additional heating.
Also, making steel in that old-fashioned way requires close supervision imho. All you're going to have as a result of uncontrollably melting iron with flux would be useless pig iron.

595
DF Gameplay Questions / Re: What rocks can be used to make weapons?
« on: January 28, 2012, 07:40:51 am »
Is there a tag that lets Obsidian be used for weapons? I can't find one
i think it's [MAX_EDGE:whatever]

596
DF Gameplay Questions / Re: Goblinite Questions
« on: January 23, 2012, 05:05:32 am »
You can train dwarves to use whips?!/1/1/1//1/!/!!!!!??!!!!  :o :o :o :o
You can assign your squads to use whips just like any other weapon. They are listed as "whips (foreign)"
However, i do not agree with Azated  that whips are great in dwarven hands. Sure, they are overpowered because their ignore your adamantine armour, but against goblins a steel pick or an adamantine axe would perform better I think.
With whips, most hits are just bruised muscle, it's just hits to the head that gain instakills. With a steel pick against goblins, any hit is pretty much incapacitating.

597
DF Gameplay Questions / Re: maces vs. Warhammers
« on: January 23, 2012, 04:59:05 am »
I've done a bit of arena testing some time before, and arena dwarves perform better with warhammers. Arena trolls on ther other hand fight more effectively with maces.
There must be a border strength value somewhere between average dwarf's and average troll's strength, a value at which maces and hammers are equally effective.
The question is whether a mighty dwarf has strength higher or lower than that!

598
DF Suggestions / Re: Pool of Molten Metal
« on: January 23, 2012, 02:06:29 am »
I'd luv it if every metal, was identified by its periodic table abbv.  Cu  for Copper.  Instead of its long name.  I suppose this would be an easy mod to make.  It would help shorten many names, and aid in the, in the sorting my stockpiles and equipment, before and after, the melting process.  It might remove the fantasy for some folks, so I guess, it might not be a good idea.
What would you do with alloys, adamantine and non-metal items then? It would be inconsistent to use element signs to depict pure elemental metals while still retaining common names for the other stuff, wouldn't it?

Also, for the sake of this post not being derailing, I don't like the idea of pools of molten metal solidifing into usable bars, but I do support the idea of molten metal pools and lumps being collectable and meltable. Just imagine an enormously upscaled smelter, loaded with entire sieges and spewing forth tons of copper and iron!

599
DF Gameplay Questions / Re: All fat. Gone.
« on: January 13, 2012, 05:23:44 am »
if you melt their fat by little amounts, like, an arm today and the second tomorrow, you might make them stay alive through the entire process to become fat-free heat-immune dwarves.

600
DF Dwarf Mode Discussion / Re: Orbital Drop Shock Dwarfs
« on: January 11, 2012, 04:21:14 am »
if without modding, this can be accomplished by accuratelly dropping your dwarves on top of enemy goblins. If there are not enough goblins down there, first triiger a doberman bomb or an kitten bomb via an airlock system. (in this case it's more of a "kitten airbag"), then land your troopers on the kittens.
Oh wait you could just release your dwarves through the airlock system, but there's no Orbital Shock in such a solution, yeah?

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