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Messages - NRDL

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12046
Forum Games and Roleplaying / Re: JunkQuest - Illustrated Tomfoolery
« on: June 09, 2011, 01:44:45 am »
Anything new?

12047
DF Adventure Mode Discussion / Re: Raider lifestyle
« on: June 08, 2011, 11:39:11 pm »
If you're far from civilization, no bogeymen will attack you, so after a hard days pillage, just retreat to the wilderness.
Really?  never noticed that... can anyone confirm?

http://df.magmawiki.com/index.php/DF2010:Bogeyman

"they can be avoided... ...by travelling far away from civilization (they only appear in the vicinity of towns, elven retreats, dark towers, etc.). "

Really?  I'll try that, but if my adventurer gets mobbed in the middle of the wilderness his blood is on your hands. 

12048
Make a workbench ( do we really have to do only one thing per turn? ).

12049
Forum Games and Roleplaying / Re: Futuristic Zombie Invasion
« on: June 08, 2011, 11:34:46 pm »
Set your zombie soldiers and scouts to the task of capturing any hiding or on-the-run humans, but DO NOT infect them or kill them.  Use brainwashing and concentrated propaganda to turn them into human sleeper agents.  Equip them with Z toxin bombs, and send them to Taopi as suicide bombers.  Have them infiltrate areas of high human activity ( especially places such as military bases and government buildings ).  Once they activate the bombs, they'll be zombified, and the people around them will be transformed as well.

12050
Forum Games and Roleplaying / Re: YOUR A SENTEINT DINOSAUR YAY \o/
« on: June 08, 2011, 11:30:29 pm »
Cole.  Yes, I know it sounds unoriginal and dumb, but I can't think of anything else.  As for your fast talking "friend", I say you eat him.  He will probably end up dying anyway, might as well fill your belly. 

12051
Forum Games and Roleplaying / Re: Futuristic Zombie Invasion
« on: June 08, 2011, 10:41:07 am »
What sort of soldiers do we have?  Do we even need an armed force, considering that 100% of the Z population can eat a man.  But still we need to figure out our numbers, and their numbers. 

12052
DF Adventure Mode Discussion / Re: Raider lifestyle
« on: June 08, 2011, 10:30:04 am »
In advanced parameters, when i set the night creature type as low as it go, it reaches "none".  Not zero, "none".  I did not type it either.  I just used my directional keys to make the variation number go lower. 

12053
Forum Games and Roleplaying / Re: Futuristic Zombie Invasion
« on: June 08, 2011, 10:14:23 am »
Use the tactical console to send some zombies as scouts.  These scouts must find the largest center of human activity.  The next decision we make will depend on what we find there. 

12054
DF Adventure Mode Discussion / Re: Raider lifestyle
« on: June 08, 2011, 09:10:03 am »
by genning a world. there is "number of nightcreatures", or something, set that to 0. too bad that also removes those nice little nightcreatures that are hiding in their lairs, waiting for adventurer to come and kill them.

Didn't work.  I set it to "none" but night creatures still wound up attacking me.  Do I have to change any other settings in world gen?

12055
ok.

12056
So should we go with your option, or mine?  Or you can suggest a new one. 

12057
Sheb, can we, the parasites, even read?  Will we be able to discern anything of his life from the personal effects?  I think we should continue hunting. 

To make it official:

Drunkie: continue hunting for any more victims. 

12058
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 08, 2011, 07:45:37 am »
I just started an adventurer, and the entire town I spawned in was abandoned...

It was just like a normal (very large) town with shops and houses, except that there were no people.

Naturally, I helped myself to full bronze plate and went on my way.

LOL  :P

12059
South.  If you already know what lies in the other directions, then it will be less of an adventure. 

12060
DF Adventure Mode Discussion / Re: Raider lifestyle
« on: June 08, 2011, 07:05:00 am »
Turn them off?  How?

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