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Messages - nightwhips

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316
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 17, 2012, 11:49:29 am »
I found the perfect embark. One half rains non-lethal but very annoying rain that causes spontaneous bleeding, the other half rains goblin blood that causes nausea and horrible pain. One half causes zombies, the other half does not.  It's divided almost perfectly by a brook meandering through center of the map. If the undead cross to our side of the brook to attack they are vulnerable to permanent death, if my dwarves cross to their side of the brook to fight they are vulnerable to undeath. If you want to make war on the undead this is the kind of map you want.

Is the half that does not cause zombies evil?

317
DF Dwarf Mode Discussion / Re: In Persuit of Terror
« on: February 17, 2012, 11:19:39 am »
...though it seems that freakish weather is present in all evil biomes.

Is this true? I may have a modifier to this. I recently did a triple biome embark, two haunted and one normal, and I got normal rain over the whole biome.

318
DF Dwarf Mode Discussion / Re: Girly Zombie Science
« on: February 16, 2012, 11:39:00 pm »
Onward dwarven ¡¡SCIENCIA¡¡

Embarked on a three biome intersection, two of them haunted. All seemed calm, with a few chinchillas on the map. Enter a group of emu corpses, hanging out together.

I sent my troop of macedwarves (whom I'd forgotten to equip with armor) at them, for science. We took them down, lost two, while on haunted ground.

RESULTS: dwarves rise with no gear as zombies, so no worries about your woodcutter coming back with his axe.

RESULTS: Using Phoebus' graphics, I noticed that "Emu corpses" reanimated as "emu corpses". Notice the capitalization change. I can't figure out if this is meaningful yet. More ¡¡SCIENCIA¡¡ is needed. There was also some business with named Emu corpses having really long names involving corpse twice, that I'm going to have to figure out.

EDIT: It was haunted - all instances of sinister changed to reflect this.

319
DF Dwarf Mode Discussion / Re: Can vampires have children?
« on: February 16, 2012, 07:01:40 pm »
Is it possible for one of the vampires to drain the other one of blood? If so, what in gods' name would happen???

Double Vampire.
Vampires within vampires ._.

Either the bitten one reverts to dwarf, or... the bitten one can only consume vampire blood.

320
DF Dwarf Mode Discussion / Re: So someone had an adamantine spire...
« on: February 16, 2012, 06:27:29 pm »
Volcano in mid eruption? You picked the wrong moment to embark, man.

321
DF Dwarf Mode Discussion / Re: ZOMBIE SPIRAL!!!!
« on: February 16, 2012, 06:12:57 pm »
Really? All evil areas seem to be capable of necroing corpses and producing evil rain/mist. And I know for sure, necromancers can attack you from anywhere.
Nope. I embarked like eight times before I found one that raises corpses and in my current split evil biome fort corpses on one biome of the map don't rise but it still rains toxic goo.

Whoa! I didn't try hard enough, then. The first sinister embark I did caused immediate zombify, and ... well, I made an ass out of you and me.

322
DF Dwarf Mode Discussion / Re: Stairs or Ramps
« on: February 16, 2012, 06:11:21 pm »
Wait you can put stairs on top of each other?

Like
up
down
up
down

I always put em like this  up
                                     down
                                             up
                                             down.


Hit d, then hit i.

up/down stair designates both at once, together on the same tile, and if you stack two directly, they connect.

323
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 16, 2012, 06:06:49 pm »
I decided to start a game yesterday, my first serious game in a year or two. It's all going smashingly and I get two smallish waves of migrants before the first traders arrive in the fall. Then I begin to get harrassed by some giant birds stealing my stuff.

I recruit half of my migrants - they actually had fighting skills and were quite good at it. Then I get the message that one of my dwarves has been struck down. As it turns out, they didn't bring any weapons with them.

The giant birds then stole his stuff and flew away, leaving me to deal with a quite successful trading session and the addition of a 20-dwarf migrant wave in the first winter.

e: They were giant kea. Normal kea are described as a large species of parrot. The pictures, however, make them look like small hawks. Wikipedia even says how normal-sized kea can kill sheep. I would hate to see what a giant one can do to a dwarf.

Keas are smart and also famed for stealing stuff IRL and for ripping off rubber windshield wipers and biting tires.

324
DF Modding / Re: [0.34.01v02] Phoebus' Graphic Set (Font, font & font)
« on: February 16, 2012, 04:18:49 pm »
Hey, I run a mac, and I started a new world in the new version using Mayday's graphics, and had a few bugs. My dwarves and animals are odd - animals are letters, dwarves are ... caricatures? Just sorta outlines. I just switched to Phoebus, and copied my old save over. Your graphics look great, but the problems still exist. I started a new world and it's using all your graphics fine, dorfs and animals included. Sooo, any ideas for how to make the old save use your graphics? There's something in the old save referring to the wrong file, probably, but what would it be?

Never mind! I looked again in the old save folder and found the raw file, which I had overlooked when I first checked.

325
DF Gameplay Questions / Re: My mayor is a vampire. What do I do?
« on: February 16, 2012, 03:28:30 pm »
It's very tempting to just say "nothing".

326
DF Dwarf Mode Discussion / Re: Not this again ._.
« on: February 16, 2012, 11:44:12 am »
Thanks, Oliolli, I now don't have to worry about the impossible-to-evade banes of all fortresses.

I can almost always find a range of spots without an aquifer, and you can always use the find function to avoid them. And if you even have a bit of non-aquifer biome on your map you can did down there, even if there's aquifer elsewhere...

I just avoid them, is what I'm saying. I definitely understand that they're annoying.

327
DF Dwarf Mode Discussion / Re: Girly Zombie Science
« on: February 16, 2012, 11:39:55 am »
Good feedback. Funny, a moment after I posted that I found this thread, which also had some info on this topic.

http://www.bay12forums.com/smf/index.php?topic=101053.0

328
DF Dwarf Mode Discussion / Re: Girly Zombie Science
« on: February 16, 2012, 11:31:59 am »
First of all, do we understand how biomes work under these circumstances? If you have part sinister, and part normal, and a zombie crosses the boundary and dies, does it reanimate? Does everything within a starting embark zone of a sinister area reanimate (that is, if you start with even a single tile of sinister, does it affect the whole area)? These answers may be floating around already, but this is the place to contain them, o Girlinhat.

Does the reanimation timer reset for body parts? If you hack off a kitten tooth, does it have the same timer as the kitten, or less, or if the kitten is already a zombie and has died a few times, does the timer RESET since the tooth is a "new" entity?

329
DF Dwarf Mode Discussion / Re: Useless Immigrants?
« on: February 16, 2012, 09:22:34 am »
They showed up long before the first caravan. When it came, it looked exactly as normal, and they stayed when the caravan left.

You're playing host to adventurers!

That'd be pretty cool! Although they're not doing anything, and Legends says they're now a part of my group. They seem to be here to stay.

DF is actually now MMO with the new release. They're obviously toons of someone who DC'ed or something. Just wait until they suddenly come to life and then take your gear.

330
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 15, 2012, 09:27:48 pm »
We're eatin' Giant Louse, tonight, baby! Alongside some prepared crundle intestines.

Things are running smoothly. TOO smoothly.

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