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Messages - Shambling Zombie

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76
General Discussion / Re: Assessing Our Outlooks
« on: February 12, 2011, 01:18:43 am »
I think a person can only 'change', as such, if they themselves want to do so, if we're talking about going from 'bad' to 'good'.

Going from 'good' to 'bad' can probably be caused by various forms of trauma, and such, as well as choice.

77
DF Dwarf Mode Discussion / Re: Plump Helmet Men.
« on: February 11, 2011, 11:03:14 pm »
I'm tempted to mod a fortress with plump helmet men in it instead of dwarves, and have dwarfs be tamable and edible and the food source.

A strange sort of commentary on dwarf's indwarfanity to dwarfs, or something.  :D

78
DF Gameplay Questions / Re: Tips for an aspiring noob
« on: February 11, 2011, 09:35:34 pm »
I like to make the trade agreement with the liason have maximized priority on all boozes and a few types of food. That way I can churn out trade goods, sell them, and have 800 or so extra food roll into my fortress every year.

Get some cats and you'll never have to worry about meat supply again though, those things breed like crazy.

79
That's a good idea! Be a goldfish type god! Unlimited power and easy to please!

"Oh! A nebula!" *five seconds later* "Oh! A nebula!"

80
GemerKnight would make a fun, yet strangely single-minded deity.

81
Isn't that known as mugging?

82
DF Gameplay Questions / Re: newb help (post help here)
« on: February 11, 2011, 09:02:22 pm »
I think he's aware of the grammar issue now. I find poor grammar hard to read as well, but I think it has been said enough already.

83
Become the Flying Spaghetti Monster, and glide around the universe spreading goodwill and pasta.

84
General Discussion / Re: Things that made you sad today thread.
« on: February 11, 2011, 07:55:54 pm »
I'm thankfully yet to experience a 'who am I?' phase.

As for the JRPG, I'd be one of the guards wearing the cool helmets. I may get killed by a spiky-haired dude with a ten-foot broadsword, but I'll look cool doing it.

85
DF Dwarf Mode Discussion / Re: 7500* of roads??
« on: February 11, 2011, 07:51:32 pm »
I solved that problem a while ago by paving a large square area with gold, and placing gold statues all around it and on some holes in it like some sort of monument. Too bad some of the statues were of donkey (not gonna use the actual word it used, but donkey means the same thing) fiends.

86
DF Gameplay Questions / Re: another newb question :(
« on: February 11, 2011, 06:58:38 am »
Anyways... In an attempt to answer the OP's question:

Possessions can't be reversed, once they happen, the only way to end them is for it to reach some level of finality.

There are three possible ends:
1) Possessed gets the resources he/she wants, creates an artefact, and goes back to his business like nothing happened.
2) Possessed doesn't get the resources she/he wants, a certain amount of time passes, and the dwarf goes insane.
3) Possessed dies due to other circumstances (like magma falling on him/her).

Insane dwarfs either commit suicide or commit murder/suicide. Either way, they always die in the end.

87
General Discussion / Re: Things that made you sad today thread.
« on: February 11, 2011, 06:18:03 am »
*looks around for a pony*

I don't see it.

88
General Discussion / Re: Assessing Our Outlooks
« on: February 11, 2011, 05:59:56 am »
When the situation was "Five people are trapped on a railway, and the train is coming. The only way to save them is to drop something big and heavy on the rail line, but unfortunately somebody is trapped directly under the only heavy object available. No-one on the train is in harm's way, no matter what happens." The results, I believe, were quite split.
It must be getting late, I have read this several times and can not make sence of it. If somebody is trapped under said object, wouldn't getting the object off of him, and onto the track, save all 6 of them?

You humans are all emotionalists
It is a trait that has lead race for some time, it works for us.

Whoops, that was a poorly worded bit. I meant the object is hanging like a cartoon anvil above them, and you can drop it down onto them. They're trapped in some form of... trap, and can't move, except just enough to avoid the train, unless they get smooshed.

Yeah, I always wondered how a fat guy could stop a train too.

89
DF Gameplay Questions / Re: another newb question :(
« on: February 11, 2011, 05:55:21 am »
But the dining room annex meeting area is full of rats, the walls are made out of sand, and I think there's still a trogolodyte skeleton under one of the tables :(

(Yeah...I like this fort I have right now.)

Those are problems?

90
DF Gameplay Questions / Re: newb help (post help here)
« on: February 11, 2011, 05:52:13 am »
Catch the goblins with cage traps near your front door. Toss the goblins down a hole into a room with no exits and one wall made up of vertical metal bars, and have your crossbow dwarfs on the other side of the bars.

Don't throw crossbow goblins down there though, because they can shoot back.

Rig one of the vertical bar sections to a lever, and you can make an opening for when the goblins are dead to go claim all that sweet goblinite.

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