Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - megahelmet

Pages: 1 ... 4 5 [6] 7 8 ... 13
76
Spawned units can now join squads. YEAH THIS IS HUGER. I KNOW THIS ISNT A WORD.

Zomgies! Hugest huger of all! I'm going to field entire squads of fire mages bought from the Town Portal in dwarf mode now.

77
Masterwork DF / Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« on: January 10, 2014, 12:17:13 pm »
I vote for either throwing blades (It'd be really cool if they had some kind of javelin type weapon, with a rope so they could hit figures and pull them in. But I doubt that can be programmed in).

Bolos with a stun mechanic (they release a tiny dust cloud upon impact)


I'm a huge fan of the bolas. They already use throw and whip skill so great for ghouls. They are among my personal favorite weapons. Good at both range and melee. Not excellent, but good enough. I don't think they need to release dust clouds. My dwarven bola squads usually stop gobbos (and especially warlocks) dead in their tracks with bolas. They chip bones frequently. (And if made out of high quality materials, dismember unarmored bits like hands and feet.

Bolas should definitely be an option to craft. Although, back on the dust cloud thing...cool enchantments for bolas are a plus :p

But warlock bolas could definitely be a great deal more...twisted. Good races, use them for hunting, or for defense. Warlocks use ghouls that scour the land for more...parts. What would a bola used by ghoul look like? It might not even be built, but grown. Unnatural twisted strands of nether creeper with thorn barbs, dripping in poison that increases pain and causes bloody wounds that remain open, gaping, and oozing blood. 

It's not enough to just gather resources. For the warlocks, they need to know those resources died screaming.

78
Masterwork DF / Re: [WARLOCK] - Dev Log - Day 8 - Alpha V0.1 Download
« on: January 09, 2014, 12:07:49 pm »
What's the demonic attorney gonna do? Is it like, gonna summon an undead phoenix?
Do we have phoenixes in Masterwork?
If we don't, we should.

There are firebirds...which are technically related to phoenixes. And I hate them. They constantly torch *everything*. I now build my forts in deserts and glaciers just to combat the things.

I'm not fond of anything that uses fire except me. Particularly common wild animals.

79
Masterwork DF / Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« on: January 06, 2014, 08:25:45 pm »
Wow, dark pact is amazingly fun. 5 times in a row before it crashed. Slade platemail. Slade whip. Bifrost flail of reaper. Bifrost runerobe. Magma chainaxe. Then I picked an item that didn't exist. Returning from the 'pick another item' screen it froze.

Edit: I have just made it through year one. I genned a world 150 years old. My civ had several domesticed animals at embark. Evil animals...except for Aurachocs Cows. The bone wolves I bought (which were apparantly opposed to life) ate them. Then they rose up and spent the entire next year chasing the living one.

A vampire ate one of my warlocks. I'm assuming strategic placement of bloodwine stockpiles is the only way to get them to choose wine over sleepers.

Since I embarked on a terrifying biome, it's slightly more difficult to get souls. Things keep re-animating before I can get to them. In other news, my fisher-ghouls are busy creating a massive army of mussel shells to protect the dungeon.

The orcs, taiga orcs, and goblins keep insisting on trying to trade with me. The wagons make it to my depot but the guards make a nuisance of themselves the entire time killing my uncontrolled undead.

Question: I like the theme of the military, but it has made it...dangerous to use until I have a room set up for the warlock. Perhaps, there could be just one more army group, but it can only be led by a ghoul or skeleton. Only requirement is a tomb. And since they are ghouls and skeletons, they wont get overly upset when you dont get around to it for a while.  The 9 Ring Wraiths kind of theme.

Second Question: Storing souls into phylacteries is awesome. But since I pretty much want to always store them, is there way it could automatically be done. Like looming turning thread into cloth.

Bug: No one will pick up refuse. Anywhere. Inside. Outside. Granted, most of it gets back up by itself...but the few things I manage to butcher...no one will move the bones. Also, no one wants to move dead warlocks to the corpse stockpile.

80
Masterwork DF / Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« on: January 06, 2014, 06:57:35 pm »
Are map wide spells possible? Like could warlocks summon randomized evil weather to assault the entire map. Seems like a good high risk/high reward spell. When used correctly it could wipe out an entire siege! When used correctly it could still wipe out your fortress. Contaminates everywhere, barefoot warlocks die.

81
Masterwork DF / Re: Suggestion: Soap without Lye (buckets)
« on: January 06, 2014, 12:23:31 pm »
Although, I did find this from Wikipedia. In China, "Soap, or more accurately a detergent similar to soap, was manufactured in ancient China from vegetation and herbs"

82
Masterwork DF / Re: Suggestion: Soap without Lye (buckets)
« on: January 06, 2014, 12:19:24 pm »
Traditional soap is made from fat. That's the tallow left over from cooking.

83
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: January 06, 2014, 12:12:02 pm »
Is there any way dwarves can make ammo for the magical orc weapons? I invented a steel ceremonial kris. It can apparently shoot doomshard ammmo.

84
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: January 06, 2014, 12:04:52 pm »
It crashed. So, I have attempted to reproduce the bug after reload, but it never happened again.

85
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: January 05, 2014, 11:53:47 am »
Buying Earthkins at the town portal spawn airkins named Earthkin.

Bought pets from the pet shop immediately die from old age.

And I made my two legendary welded wolfram war hammers dissappear by putting every rune and every poison/venom I could find on them. At least I think thats what made them disappeare, df hacks searching abilities can't seem to find them and the entire military died out long ago....so not sure where they went. Just gone after cueing up more 'coat with venom' jobs.

86
Masterwork DF / Re: Official Community Fort.
« on: December 31, 2013, 06:36:18 pm »
Ooo. I want in on that first immigration wave. Somebody needs to cook! It's important for all dwarven meals to be items of pure art. Every meal is most likely the last one they shall have.

87
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: December 31, 2013, 10:24:27 am »
I genned a new world and still can't seem to plant nether cap spores. They don't show up in the farm plot as a selection. I have them, I have them in a bag in a stockpile. (No barrells/bins).

Oddly enough, I can now plant crystal and glass spores...which I couldn't before. I think its because I turned harder farmer off for these last two forts. As soon as this one falls, I'll turn it back on for the next fort and see if it is still happening. (Currently in 4f, will switch at next fort)

Edit: Also, apparently in the rare case of a master necromancer geomancer, he will never use his earth magic. Favoring only his powerful vampire abilities. One year in the caverns, fighting everything till he died. Not one earth spell.

Double Edit: New fort on version 4g with harder farming on. No change, still do not have the option to plant my nether cap spores.

88
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: December 30, 2013, 02:16:17 pm »
Whoa, that's awesome. Can you infect a fort with it? I gave him a steel helm and a steel breastplate and put him in the bottom of a 1x1 well. 2z deep so he can't dodge out somehow. The iron spike in the well severed his arty and spewed blood about in the well. I have forbade the drinking of all booze and locked everyone inside. They are drinking...but none are affected.

89
Masterwork DF / Re: [ORC] The Proud Orcish Rebalance
« on: December 30, 2013, 01:45:41 pm »
There isn't a way to create dreamwalkers is there? (I was still figuring out magic when my last fort fell).

Perhaps, if there was a ritualistic altar where orcs could bathe in blood under the power of ancient magic to transform. Must be built outside. Must have a water source. Not all orcs survive. Only 10% survive. Orcs that die leave behind a piece of unworthy soul (or something). 10 of those can be used to insure a transformation success.

The blueprints could be with the warlocks. They need a reason to be genned in the world anyway.

90
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: December 30, 2013, 01:21:53 pm »
Geomancers. I got one of these guys as an immigrant. He casts some sort of haste spell on himself all the time to run about faster. He transformed into a giant bat to flee some moledogs. Also, he's a bloodsucker and ate my armorer.

What can these guys do? Also, can I train him to be a mage? I'm currently trying to weaponize him. I figured since he's a bloodsucker that tainting the well his blood might work. He's in position now, I'm just awaiting the next group of volunteers from the mountainhome. (We get so very few of those...year four and 130 dead already...)

Pages: 1 ... 4 5 [6] 7 8 ... 13