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Messages - Urist McDwarfFortress

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871
DF Gameplay Questions / Re: Orphaned dwarven babies
« on: January 27, 2012, 04:36:03 pm »
Someone needs to do some science on this.  Orphan a dozen or so babies, injure half of them, and see which ones get fed.
Lol!

872
DF Gameplay Questions / Re: Orphaned dwarven babies
« on: January 27, 2012, 04:02:44 pm »
Why do you think that impaling the orphan on spikes is going to do any good whatsoever?
Hmm... I think you've forgotten where you are.

873
Forum Games and Roleplaying / Re: The Firestar
« on: January 27, 2012, 03:52:10 pm »
tether missiles, perhaps?
Aren't those technically illegal? I mean, we did get them from the black market, so do we really want to use them in front of Julius?
Lol!  Yeah, that would probably be a bad idea.

I think he would suspect very much that we don't have a license.  After all, we did tell him that we just randomly picked up this ship in a scrap heap.

874
DF Adventure Mode Discussion / Re: Adventurer Spawn Point
« on: January 27, 2012, 02:54:59 pm »
So it seems that I can either be an adventurer who's the right size to use the candy armor in my fort, but be on the opposite side of the world.  Or I can be a human and be able to get to the fort, but not be able to use anything I've made there... 

Thats rather annoying.

875
Have a look at the link in my sig.  You'll see what I've done...
I've read quite a bit of that thread, but I don't recall you flooding hell... There was a lake, though, IIRC.  So some flooding must have been involved.  Did you end up filling the whole thing?

876
Forum Games and Roleplaying / Re: The Firestar
« on: January 27, 2012, 12:26:52 pm »
Aren't both of our fighters being repaired at the moment anyway?

877
Uh oh...  This should be !!FUN!!

878
DF Adventure Mode Discussion / Re: Adventurer Spawn Point
« on: January 26, 2012, 07:10:12 pm »
Its a dwarven civ.  I think they only have the one mountainhome and possibly my old, abandoned forts.

879
DF Adventure Mode Discussion / Re: Adventurer Spawn Point
« on: January 26, 2012, 07:02:34 pm »
Even if I choose a civ thats right next to my fort, he still spawns in a human town on the other continent.

880
DF Adventure Mode Discussion / Adventurer Spawn Point
« on: January 26, 2012, 06:47:40 pm »
Is there any way to make adventurers who aren't human spawn in a specific spot? (or at least a specific continent!)

I keep trying to play as a dwarf, but they always spawn on a different continent from where my fortress is.

881
Forum Games and Roleplaying / Re: The Firestar
« on: January 26, 2012, 06:44:14 pm »
Wait. Maybe we should get our boarding crew off the merchant ship first.  I don't like the idea of them being stranded there with no way of contacting us...

882
Forum Games and Roleplaying / Re: The Firestar
« on: January 26, 2012, 06:03:53 pm »
I don't know if we should leave it wandering the debris field, that might be risky. It'd suck to have it pirated.
Where do you think we should put it?  The only military vessel in the sector just high-tailed it for the jump point.  I think the best idea is to make it hard to find until the Firestar gets back.

883
Forum Games and Roleplaying / Re: The Firestar
« on: January 26, 2012, 04:42:55 pm »
I don't like how worried that destroyer seemed to be.  We might want to get our cargo ship out of the area.  Repair the weapons and armor, refuel and have it head into some rather remote part of the debris field and look around for anything useful.

After that, hit the warp drive!

884
Forum Games and Roleplaying / Re: The Firestar
« on: January 26, 2012, 03:26:29 pm »
As for changing the Transponder, isn't it kinda late for that? Theres not much point now.
I agree.  It would probably be pretty obvious for the destroyer to escort one ship into port and then have the exact same ship leave with a different transponder.

885
I've forgotten the notion that i'm "programming" with a "language" really, i'm just going with what works.
All "programming" "languages" have to start somewhere...

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