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Messages - Tirion

Pages: 1 2 3 [4] 5 6 ... 155
46
Just so I'm clear, are we seriously going to defy the wishes of the Overseer? (last-second though they may be).  Dwarves who do that tend to end up on Cavern exploration duty :o

Only those who fail to do something awesome...
Hehe, cheesemancers. Someone needs to mod in a cheesemancer. Here's a start:

Spoiler (click to show/hide)

Not sure what other spells a cheesemancer would have. Encase with cheese? Ferment foe? Maybe some sort of nacho cheese powder cloud attack?

I made one of these...  It had cheesecake shooting, string cheese webs and could animate the dead as cheese men, allowing them to build  towers.  They also have NO_AGING, because cheese only grows stronger as it ages.

In that case I hope it lacks the typical frozen attributes, instead allowing gain but not rust.

47
DF Gameplay Questions / Re: Trapping vermin instead of using cats
« on: January 28, 2015, 07:52:52 am »
If you're playing the latest version you have remember that now vermin can escape from cages, so it's actally useless. It would be better to have a deep chute and dump the remains before they can resurrect.

Wait, vermin remains resurrect? I thought he wanted to avoid cats because zombie cats.

48
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 28, 2015, 06:34:25 am »
That, or some modded item-fruit (like item-corpse, with fruit... is that possible?) that the elves can shape in a workshop.

49
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 27, 2015, 03:01:05 am »
Old MW had mithril for elves, has that changed? If not, where does it come from?

50
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 25, 2015, 04:51:26 pm »
It's been a while since I read the raws, are there any war-trainable or naturally agressive, tameable small snakes/spiders/other venomous critters in this mod? Or Far Cry 4 style honey badgers?

51
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: January 25, 2015, 08:34:04 am »
Okay, so, in DFHack, "fullheal" heals all of the selected target's physical ailments, but what heals things like unhappiness?

Big dining rooms  ;D

52
Masterwork DF / Re: Masterwork Reborn - Discussion/Suggestions
« on: January 24, 2015, 02:26:06 pm »
I don't know, a horde of scurrying, snapping prairie dogs sounds terrifying.  If you could train them right, they'd be able to slip in between shield walls, climb up legs and torsos, and bite at exposed or lightly armored areas like the necks and armpits.  You couldn't really use swords or spears to fight them since they are so small and nimble, you'd have to go hand to hand.  And once your enemy has dropped their weapons and shields you charge them with your regular troops and call the prairie dogs back right before you hit their lines.

Interestingly, a quirk of DF2014 combat physics actually makes it almost impossible for giant creatures such as titans to strike effectively at tiny creatures.  This creates a strategic rock-paper-scissors effect: titans -> regular soldiers -> war bunnies -> titans.

Well, as long as the titan is made of something soft enough for the critters to bite through, and isn't poisonous, that is.

Venomous, small, war-trainable pets are in demand then...

53
You have access to several other PHM, surely some are the opposite gender? Breed.
+1 to NSFW literal story

Spores. In this case, they are even appropriate.

54
Re: PHM rebellion vs armed soldiers: that's exactly why they don't rebell unless they massively outnumber the soldiers.
Plumpy: You are locked in a dark damp room that's visibly suitable for mushroom life. You have access to several other PHM, surely some are the opposite gender? Breed.
Or just wait until all the soldiers are otherwise occupied with FUN.

55
Aren't PHM [CANOPENDOORS][LOCKPICKER]?
In which case that door isn't just locked, it's lever-operated.
Misty: get drunk and head to the lever room.

56
Plumpy: rebellion intensifies.

57
Masterwork DF / Re: New Dwarf Mode
« on: January 10, 2015, 08:42:21 am »
Soooo... sorry if I ask the obvious, this is MW for the new version?

58
That, and moonsilver is for all other intents and purposes, silver, thus really crappy as edged or pointy weapons, and werebeasts are usually immune to pain and big enough that fighting them with blunt weapons is tricky. Some "meh" base damage x 30 might just be enough.

Also, a knife would be easy to carry and conceal, useful in a multitude of everyday non-combat situations, and not beyond Misty's strenght or agility. If it comes to combat, just stick them with the pointy end. And she definitely doesn't want to walk around with a big obvious weapon she can't effectively use, they might mistake her for a soldier and send her to battle, without training or armor.

59
But we will have a guardhouse down there, right? A secondary barracks where my squad trains, positioned in a way that every critter has to pass through it on it's way to the fortress?

Oh no question. I even decorated it (and many other parts of the fort) with various chests, bags, and other shit to make it look like a combination store/guard house. It's basically ready to go actually, I just haven't gotten around to setting the squad up in thier new training space properly, since y'know, it's waaaaaaaaay down there.

Maybe set up their bedrooms down there too, and a food/booze stockpile for good measure.

60
But we will have a guardhouse down there, right? A secondary barracks where my squad trains, positioned in a way that every critter has to pass through it on it's way to the fortress?

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