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Messages - Minnakht

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181
What I want from my embark is sand and only a partial aquifer at most. And lots of trees, if possible.

I don't insist on iron and the like, being mainly a trapper. Goblins die before they get inside my fort, cockscrewed by tens of green glass cockscrews.

182
1. Set a single chair somewhere
2. THAT IS YOUR OFFICE BOOBKEEPER

Anyway, as others have said, he can have the better one. It's better.

183
DF Dwarf Mode Discussion / Re: Plump helmetsplosion
« on: December 27, 2011, 07:52:00 am »
Find a way to frankenstein plump helmet men, then train them into war animals.

184
DF Dwarf Mode Discussion / Re: What cavern level am I in?
« on: December 27, 2011, 07:46:55 am »
If you can see trees called blood thorns, third. If no, probably not third. If there are nether-caps in addition, also third for sure. Blood thorns are surer, though - they don't require any water to be on the third layer.

Also, search for Stonesense. It does something 3D.

185
DF Dwarf Mode Discussion / Re: Doomsday Devices
« on: December 26, 2011, 04:21:10 pm »
Also, it's easier to make roasts out of them when they're pre-roasted. I guess.

Sadly, I'm yet to build any doomsday devices. I play Paragon, I can't seem to have an interest in making my own people die.

186
DF Dwarf Mode Discussion / Re: Nightvision.
« on: December 26, 2011, 04:18:57 pm »
Dwarven hair forms a natural link to an overmind, which arrives to the fortress under the guise of a wagon and flows into the ground as the wagon is deconstructed or destroyed.
The overmind uses extra-sensory perception to see all places as if they were brightly lit, and dwarves contact it for data.

Normally, only resident dwarves can establish that connection, what takes some time right after migration. Colonist dwarves start linked, having traveled on the wagon to their destination.

Invaders use alchemy - some kind of paste made of plump helmets and secret ingredients lets them hack into the overmind. Goblins rub the paste in their hair, what turns it various shades of purple - normally it should be ingested, but how should they know if they don't eat? Humans are so advanced, they can even improve their recipe so that it has more effect and warns against traps.

Adventurers do not have that link, obviously.

As for other creatures - once again, it's the overmind forming a link with the native lifeforms - it's a part of its nature it's unable to get rid of.

187
DF Dwarf Mode Discussion / Re: Artifact Gold Breastplate
« on: December 26, 2011, 08:11:03 am »
It's a breastplate. It only covers your chest. Slap three ≡steel mail shirt≡s onto a dwarf, put the 'old breastplate on it, and it'll work just like only the mail shirts were there, what is really good anyway.

188
DF Dwarf Mode Discussion / Re: A funny thing i should have seen coming...
« on: December 25, 2011, 03:40:58 pm »
Units of stone. Whatever, okay? We can call those boulders, large rocks, blocks, stone, or whatever, they'll keep being what they are.

When I look at one, it says nothing. A hunk of quartztite is called 'quartztite'. That is why this dispute's there in the first place.

Once again, it's semantics. I think 'stone' is the most correct word, then there are 'stone blocks' and 'stone mechanisms' and whatever else.

189
DF Dwarf Mode Discussion / Re: A funny thing i should have seen coming...
« on: December 25, 2011, 03:17:50 pm »
Funny, my lead mechanic usually is busy as hell, constantly turning blocks of stone into mechanisms
No, he's turning boulders into mechanisms - blocks cannot be used to produce anything.

I'd assume the large ones are cuboid as well. Still, okay. Boulders.
Semantics. Boulders seem to be the ∞-shaped things found on the surface, too, yet I can't make mechanisms out of them.

190
DF Dwarf Mode Discussion / Re: A funny thing i should have seen coming...
« on: December 25, 2011, 10:06:18 am »
Funny, my lead mechanic usually is busy as hell, constantly turning blocks of stone into mechanisms, thus not freeing up much space, but generating a lot of value, potential levers, traps and whatever.

Oh well. Check the corpseman's info. Maybe he is a pretty cool person despite landing a bad job.

191
DF Dwarf Mode Discussion / Re: Leaky sand
« on: December 25, 2011, 10:03:00 am »
One fun thing to remember is that if you really have an aquifer there, then it can be the tile on the z-level above. Even if that sand is not actually aquiferous or something, the tile above it can be, and thus water flows from the ceiling while you wonder what's wrong with your walls.
A damp wall by itself doesn't mean a leakage - only that there most likely will be some if you dig it out.

...this, or I have no idea, really.

Screenshots would be nice.

192
That's what hammers do. They break bones and squish organs, but do not open wounds or tear people apart. And that is the problem.

Until the brain is squished, bisection happens, or enough blood flows out, things tend to not die. They tend to go unconscious and tired and unable to walk or fight, but not die.
Of course, when an enemy is unconscious, then it's pretty easy to smash its head.

193
DF Modding / Re: Semi-organic creatures.
« on: December 24, 2011, 05:45:07 pm »
It was amusing to see my Obsidian Golem kick a Demigod in the helmet (head) taking it off and killing the Demigod

He knows everything! He feels everything!


194
DF Dwarf Mode Discussion / Re: Sand Deserts
« on: December 24, 2011, 04:46:30 pm »
Oh, right. If there's no soil, there's no grass. Grass only grows on soil.

Sand is soil, though.

195
DF Dwarf Mode Discussion / Re: Pewpew hydra
« on: December 24, 2011, 02:51:00 pm »
Hydra are rather vulnerable to archery--it just takes one arrow to the heart.

Or one to the knee.

Then the hydra becomes a city fortress guard.

Hm.

Sounds like a good prospect, actually.

Shame it has to be an arrow. Getting bows and arrows is annoying, and crossbow bolts don't work.

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