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Messages - ArKFallen

Pages: 1 ... 92 93 [94] 95 96 ... 115
1396
DF Community Games & Stories / Re: CryptIron
« on: July 31, 2011, 08:37:41 pm »
Sorry lads and lasses, I'm afraid I'm a little busy with a few essays. Gimme a few days to post a new chapter, I'll do it when I get the kinks out of my work, ok? Sorry :/
S'alright

1397
DF General Discussion / Re: What Would Urist Do?
« on: July 31, 2011, 05:57:01 pm »
WWUD if he had to use a crutch for the rest of his life?
Be a badass champion for the next 3 years, and die to a giant olm.

WWUD if every stone he mined turned to dust?

1398
Hi, I'm new to and enjoying the Corrosion mod. I'm not sure if you know but these training reactions don't work in 31.25. Now something has to be produced to gain experience. You could probably get around this if you made a non-lethal vapor stone be produced 100% of the time instead of a bar 0%. I think they also gain more experience (and take more time) the more that's produced, you could probably make expensive training that's a few times more effective by this idea.

Kudos

1399
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: July 31, 2011, 02:59:57 pm »
Also, I want dangerous mining, similar to corrosion, but I can't think of any generic rock names without plagiarizing corrosion >_>

I'm planning to make caste-only mining through syndromes that only effect certain castes, and I know how to do that, I just need names and I need to know some REALLY effective syndromes :P
For names you could do:
  • Uranium- could cause massive necrosis
  • Sun Stone- could cause massive fever, while not deadly would be Fun
  • Myorum*- could cause the heart to gush blood, I actually found an old line of mine that'd make this work swimmingly [CE_BLEEDING:SEV:700:PROB:80:BP:BY_CATEGORY:HEART:HEART:RESISTABLE:START:2000:PEAK:2200:END:3400] they won't die right away but I'll be damned if it isn't effective
  • Stone- for a truly generic name
  • Hale- a good generic name for a stone with an inhale syndrome
*First 3 letters of the name of heart tissue and first 3 of Rumpere(latin for burst). When in doubt mix languages/words. You get some cool names.
Good luck :)

Ever made kitten stone? Guess what it does.
Does it explode cats?

1400
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 31, 2011, 12:42:09 pm »
'A Vile Force of Darkness has arrived!'
The outpost's first seige of infected is here before the end of our first autumn, 15 of them vs 6 poorly equiped minutemen. We just recently got our first fire-safe materials (Native Coppertin Ore) and haven't got any sort of mechanisms, traps, or fortifications yet.

The order was given that one of ours take a favored weapon...the stupid sum' bitch went out with his hands. Not one of the bats, not one of the shivs, his hands. Everyone in the squad died, except for a gunman who decided to take a nap in the hospital. The infected had only one casualty, which the commander took before they swarmed him.
Spoiler: In Game Conversation (click to show/hide)
That's right before an infected decides to break down our front door. They wait out there a bit and then charge in maisma blazing. All but the medic and gunman were killed immediately. The gunman was let out of his barracks to wall up the entrance when I thought they left, turns out they were hiding in the miasma. Half a month later they break down the only important door in the fortress and kill the medic.
I love this game ^_^

1401
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 30, 2011, 07:01:11 pm »
I 'Let's Play'ed for my first ever Corrosion fort.
15 days in an alligator attacks. I draft the miner and the 2 wood cutters to deal with it. The miner loses his right arm immediately and the wood cutters fight the good fight but die. The alligator is named and my 1 armed, 1 footed miner kills it with a spade.  :o
Here's to hoping the miner doesn't tantrum everyone else to death.

1402
ark, does it effect the attack when firing bullets or just when smacking someone with the rifle?
Just when smacking someone with it.

1403
Nice! I started playing during early GenII, and never really got into any of the later ones. This Nuzlocke Challenge is also new to me, but it seems to bring hardcore into the games.

Posting to spectate.

1404
DF Community Games & Stories / Re: The Hall of Legends
« on: July 28, 2011, 08:28:35 am »
+1 Vote for Failcannon
+1 Vote for CryptIron

1405
DF Community Games & Stories / Re: CryptIron
« on: July 26, 2011, 11:56:16 am »
Yes!!
I like where this is going.

1406
DF Dwarf Mode Discussion / Re: Strangest Shit Ever
« on: July 25, 2011, 03:57:51 pm »
Yo dawg, I herd you liked derailment, so I derailed your derailment so we can derail while we derail!

Here's a mindscrew:

Dwarves live underground. They grow food underground. They search for metals and gems underground...They have animals that live above ground.

Spoiler (click to show/hide)
...They probably taste better.

"Why is the soap always gone?"

I've always wondered what exactly a shit-post was. Is that when you post to post? This is the only forum I regular, so I am not knowing.

1407
Forum Games and Roleplaying / Re: The Outpost - Dawn of a new colony
« on: July 22, 2011, 07:32:53 pm »
How about we go for the HQ, not sell our brethren to the Rok'tar, grow our resource stocks, and hold off on fortifications and the like until we have people to actually take advantage of it. I don't know about you, but I don't think nine guards can cover our weaknesses and keep defenses up alone. It may work for dwarves but we are humans here.

A watchtower will be helpful later but currently we need to turn ourselves into an industrial power house, and get the widest variety and most advanced of upgrades (mostly for production and resource gathering) done. While we have been here for 3 years we aren't well established enough to prepare for war, we are almost at utmost efficiency therefore no easy conscripts/soldiers. So we can only hope that we can build ourselves into a regional power before the natives go hostile (or the hostile natives go inquisitive). After that we could develop into a warmachine to defend ourselves/eliminate all threats/get quality exotic slaves for the Homeland/safely explore/learn or what have you.

1408
o,W,w
This turns off auto web collection.

1409
Forum Games and Roleplaying / Re: The Outpost - Dawn of a new colony
« on: July 21, 2011, 03:09:25 pm »
We could send the scouts down south in a canoe to chart the lake or send them SW to poke around the river to even out the map a little.
Otherwise I say we go on as normal, builders upgrading HQ, miners mine stone, woodcutters, collectors(Mana Harvester/Master?), hunters, and farmers do their thing.

Edit: So we have 2 specialist jobs: Builder and the Mana-men. Good to know Toaster.

1410
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 21, 2011, 12:29:32 am »
The embark screen should show no area with a dwarf statue. This means their last settlement was destroyed.

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