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 - Friendstrange

Pages: 1 ... 8 9 [10] 11 12 ... 30
136
DF Adventure Mode Discussion / Re: Weremonster Party
« on: June 28, 2012, 12:45:49 am »
Check Legends mode. Maybe you had some particulary curse-happy gods that cursed many people in the same area and thast why they were so close together.

137
And for the next world I generate, bogeymen are set to 0. They just kill the joy of exploring.
But their tounges are such amusing trophies.

Spoiler (click to show/hide)

138
Promotion to chief medical dwarf is required.
This and vampirification if not one already.

139
DF Dwarf Mode Discussion / Re: Steel substitute
« on: June 27, 2012, 12:16:46 pm »
Regarding bashing: Ive read that a copper Morningstar is better than a silver one because copper is a better weapon material than silver and is heavy (though not as heavy as silver).
At least this proves true in Adventure mode.

140
The starting seven always have my attention, but out of all of them the militia commander and militia are my pampered children, as well as the bone carvers and mechanics.
I put so much effort, time and resources into my militia that I cant not get attached to them. Its always devastating to loose an entire squad to a web FB.
And the mechanic is the hero of the fortress, without all those traps and pumps, all my fortresses would have died a long time ago.

141
DF Dwarf Mode Discussion / Re: More Strange Mood Issues
« on: June 26, 2012, 08:17:53 am »
Probably wants silk.

142
DF Dwarf Mode Discussion / Re: 100 freindly kobolds
« on: June 26, 2012, 08:01:10 am »
You have 100 FRIENDLY healthy and complete specimens of a TRAPAVOID creature that, with enough care can be turned into siegers and you are asking what to do with them?

Perform SCIENCE duh. We need more information on the little buggers. Try arming them with steel everything and fling a FB at them and see if they can kill it. Test how their stealing mechanics work in a controlled enviroment, if at all.

The posibilities man.

143
DF Dwarf Mode Discussion / Re: Masks?
« on: June 26, 2012, 07:55:55 am »
Masks have the same Material size as Helms, Size 10 (helms are 30),  a 10 Permit Size (helms are 20), they are in the Under layer (aka not Armor), and only offer 50% protection.
So you should be able to wear a mask and a helm at the same time, becoming darth vader. Plus red hood.
Though the wiki says they can only be made out of cloth and leather, which is bogus as Ive seen iron masks all over the place.

Incidentally, is there a way to mod dwarfs to be able to craft masks? And how does the RNG work when it comes to deciding what items of clothing a civilization can craft?

144
DF Dwarf Mode Discussion / Re: Evil? what evil?
« on: June 26, 2012, 07:45:21 am »
Ya might have to regen the world, as not all will generate Towers, they are a random thing. Good luck, Knutor
If memory serves Towers are the result of a history seed, so if you find a great spot with a volcano, terrifying surroundings, flux, deep&shallows metals, sand and acces to rhinoceros you should be able to just regenerate that same world with a diferent history seed but the same world seed until you get your friendly enighborhood necromancer. And if your lucky, a war with the elves.
And I belive towers always happen on the outskirts of civilized areas.

145
DF Gameplay Questions / Re: Duchess unhappy with improper dining room
« on: June 25, 2012, 11:46:25 pm »
It is also possible your noble dined in a dining room that wasnt hers or that was inferior like a rpison dining room or something.

146
DF Dwarf Mode Discussion / Re: Evil? what evil?
« on: June 25, 2012, 11:27:31 pm »
Sinister doesnt do much. Try a Terrifying area.
And good luck finding any wormy tendrils or staring eyeballs, all I get is Glumprogs.

How do you guys get your migrants in the door without all the critters coming in?
Roads with walls and on the sides help if you wanna bunker.
Cage traps all over the entrance, with marksdwarf support.
If you dont have a roof over your head the zombie barn owl men will get in regardless of what you do. Even having their wings rotted to the bone doesnt remove their flight abilites.

Usually its best to have a little patch of normal savage biome that you can use where things can die when they are killed and STAY DEAD.

147
DF Dwarf Mode Discussion / Re: Is it normal to get a King, Vampire?
« on: June 25, 2012, 11:16:30 pm »
Its becoming more and more normal.
A greater feat would be getting an animal man/goblin vampire/necromancer.

148
DF Adventure Mode Discussion / Re: Unfortunate habits in Adv. Mode
« on: June 25, 2012, 11:14:28 am »
Eat the heart of notable kills if butcherable. Always drink their blood.

And butcher EVERYTHING. Cant let a good corpse go to waste.

149
DF Adventure Mode Discussion / Re: How have you been dying recently?
« on: June 25, 2012, 11:04:29 am »
Found a lair.
Inside was a head and piles of dwarf meat.
It was like goldielocks and the three bears, only the three angry bears were a single huge vile horror.

There are two heads in that lair now.

150
DF Dwarf Mode Discussion / Zombie Hydra
« on: June 24, 2012, 08:23:31 pm »
I was browsing legends mode and found this:

Spoiler (click to show/hide)
Unfortunately it died to an elf.
I see that others have had something similar happen, but do we know what causes this and how to replicate it?

Is it possible that once a historical figure dies in an evil biome, the biome resurrects it?

Pages: 1 ... 8 9 [10] 11 12 ... 30