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Messages - ArKFallen

Pages: 1 ... 91 92 [93] 94 95 ... 115
1381
Forum Games and Roleplaying / Re: Personification- A god-like god game
« on: August 09, 2011, 08:30:03 am »
He knows our secrets we must bow to his wishes...even if only for the moment. I say we haven't caused enough havoc in this realm yet. This planet is rife with sentient life, and I doubt we currently have enough power to create a habitable void-space. It takes a few thousand belief to turn 10 creatures sentient after organis' reduction, a new dimension is a totally different ball-park. We also need to see how other, well established gods do things, and corrupt the process for our own from there.
Agree to join Pantheon
Ask to meet the other gods
Examine Madness Cube for tampering while waiting

1382
Forum Games and Roleplaying / Re: Personification- A god-like god game
« on: August 08, 2011, 10:00:26 pm »
The biggest issue I see with turning the beggars and thieves is territory. Valahun owns this city and all its inhabitants, he will notice us if we do a mass conversion. We are also not omnipresent (it's limited at best) so it'd take forever to separate the useless and troublesome elements(beggars and thieves) from the rest of the city. I say we do a multiple manifestation if for now if we can (have several material bodies, we're a god!). So I'm saying something like:
Direct some bees and ants to the Uviar nearby to pass on the Mad Plague
Manifest ten more material bodies as eyes and ears for Port City(we could also use infected animals)
Appear to more infected and convert them(could use our other bodies to speed up the process)

1383
Forum Games and Roleplaying / Re: Personification- A god-like god game
« on: August 08, 2011, 04:12:22 pm »
So we finally found something we could make sentient and form underwater cities with? YESS!
For now let's
Direct some bees and ants to the Uviar nearby to pass on the Mad Plague

1384
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: August 08, 2011, 09:06:32 am »
okay, too much headache to read too much, so I'm just gonna put this here: how would I go about getting my dwarves to learn to make hair thread into hair cloth? I was inspired by a) a post in DF General about unicorn hair and b) an FB that left some hair behind when I butchered it, which I want to make into a cloak and give it to my militia commander.
[SELECT_MATERIAL:HAIR]
   [YARN]
Put that sometime after the material definitions. If it works for sheep, it'll work for dorfs (to make it work for all hair add [YARN] to the hair template). You may have trouble getting more hair though.

1385
Forum Games and Roleplaying / Re: Personification- A god-like god game
« on: August 08, 2011, 08:47:56 am »
-snipped for length-
Sounds good. If we have the belief for it.
Restore skills to infected sentients,
I guess we should Place geas on sentient worshippers/infected,(so they can't contradict or go against us)
And then Instruct worshippers to preach our gospel and our miracle in "saving" them

1386
Forum Games and Roleplaying / Re: Personification- A god-like god game
« on: August 07, 2011, 06:53:21 pm »
Hello.
Seek out our sentient infected and turn them with a show of divinity(Townfire,warp a nearby creature,change physical form,etc)

Why not try to become the god of the Uivar?
1)They're nomadic and barbaric, so a show of force should do it
2)They likely have less reservations about mass mayhem, seeing as they worshipped a personification of Chaos. That's not far from insanity.
3)If The Shadow still exists and has some power it's more likely to side with us than Valahun is (we are Organis god of Mutation and Insanity)
4)They seem to blanket the world, imagine the power we could get by corrupting them.

1387
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: August 06, 2011, 08:01:22 pm »
Ok so far im working on a GAINT mutated scorpion with 11 tails each one with a different venom :D
But after some testing i found out that after losing 1 foot as its only injury the damn thing almost bled out.
I have yet to add in the varoius vemons but how do I stop it from bleeding out that fast?
add
   [SELECT_TISSUE_LAYER:?:BY_CATEGORY:ALL]
      [TL_VASCULAR:??]
With ? being the tissue (MUSCLE,FAT,BONE,HEART,etc) and ?? being how much it should bleed (skin is 1, fat & bone are 3, muscle is 5, and the heart is 10).  Drop bone to 1 or 2 and muscle to 3 and it should bleed out slower from de-limbing. You can change several tissue properties this way, including pain and healing.

Behold my shapes!
Spoiler: Weird Shapes (click to show/hide)
While it is quite mild, the engravings you sometimes get from these are extremely odd. Renditions of renditions of a depiction of a dark tower littered my fort.

1388
DF Dwarf Mode Discussion / Re: Best ways to prevent tantrum spirals?
« on: August 06, 2011, 12:34:25 am »
If you think you can handle it, you could make a really small meeting area and have all your dwarves quickly befriend each other. The effect can be compared to an addict: As long as Urist gets his fix of friendship he won't murder everyone at the loss of a few. Use every other suggestion with this, excluding mandated happiness, for amazing results.

[Note:This is a very quick way to boost happiness, but it can lead to hardcore !!FUN!!. Caution advised.]

1389
DF Community Games & Stories / Re: CryptIron
« on: August 04, 2011, 08:36:22 pm »
so far cryptiron has two nominations, we need about six! come on people, let's get this into the hall of legends where it belongs!
It's good Hall material and all, but until it has a bit more content others probably won't vote for it.

1390
Forum Games and Roleplaying / Re: The Outpost - Dawn of a new colony
« on: August 04, 2011, 08:34:29 pm »
I'd say the lodge because when the guild upgrade is complete we'll have met our deadline, and winter will be here soon enough. The Miner's Guild should probably be put on the back burner until our other needs are met (food,security,etc).

1391
Forum Games and Roleplaying / Re: The Outpost - Dawn of a new colony
« on: August 03, 2011, 02:54:34 pm »
Upgrade wise a better Hunter's Lodge is more important than a dock because a dock has a limit on people(see the first page) and we have more hunters. Following that, a sawmill would be a safe bet seeing how wood costs are rising with our upgrades.

1392
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: August 02, 2011, 05:56:06 pm »
What stockpile does ice go into? I figured since my lakes won't thaw I might as well build my fortress out of ice, but now I need to figure out how to get my masons to build crap out of just the ice.

Would ice melt if I brought it inside my fortress? What about ice blocks, do those melt?
Ed Boy is right.
To clarify: Ice will melt in any subterranean tiles. Anything made from ice will melt at temperatures that ice normally melts except for made constructions.

1393
DF General Discussion / Re: What Would Urist Do?
« on: August 02, 2011, 10:05:31 am »
Have his arm bitten off by a war dog.

WWUD if the ghosts of his family members wouldn't stop haunting him?

1394
I don't think that's true.  I know it at least removes the rusty status on the skills.
From what I'm seeing they definitely can't learn new ones this way. I've had a fresh fisherman training diagnose for a few months, nothing happened.
So maybe they just don't gain experience without production, but still use it (and rust works from un-use). But by adding a vapor product I got another new fisherman to gain novice diagnostician within a month.
So, IT 000, is this a bug or feature?

1395
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 31, 2011, 08:58:25 pm »
Spoiler (click to show/hide)
You'll need to make a new material (Most likely an INORGANIC:X; X must be capital) if I understand this right. The underline/bold is where the material name would go (The none included in this is irrelevant and could possibly cause bugs) and the CONTAINS: would be followed by A (it specifies a specific reagent in the reaction so you could change A to alumina slurry for the desired effect). For the magma bit I think you could make the building [NEEDS_MAGMA] to require being built over magma and probably take the fuel off the reactions. Drakon is right about the Permission token, yes this requires a regen. And as far as I know you can't restrict quality levels in products.
Following the above the reactions should work, but quick in-game testing is recommended.

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