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Messages - Tirion

Pages: 1 ... 40 41 [42] 43 44 ... 155
616
So, I've been reading the war Jabberer thread, and I began thinking. What might be the best war animal in this mod? Something with big size, attacks that can latch thus tear off well-armored limbs, and can be bred or manufactured in large quantities?

617
Go with socks for feet.

618
DF Dwarf Mode Discussion / Re: Best war animals
« on: May 03, 2013, 05:12:27 am »
Jabberers for their latching primary attack and near-elephant size.

619
DF Dwarf Mode Discussion / Re: Nobility makes 'em crazy
« on: May 02, 2013, 08:13:40 am »
Yeah, most of these problems can be treated with one number: 7. Though any number between 1 and 6 would suffice too  ;)

620
DF Adventure Mode Discussion / Re: Mining Adamantine with AdvFort
« on: May 02, 2013, 04:43:01 am »
Good to know it doesn't trigger the eerie glowing pits.

621
DF Dwarf Mode Discussion / Re: Decorations and Wealth
« on: May 02, 2013, 02:18:19 am »
You use stuff you wouldn't use otherwise. Encrust with gems, decorate with bone, decorate with hoof. Especially gems, since the rest can be made into crafts.

622
As far as I know, collapsing ceiling is an insta-kill for anything under it. And can be dome with just rock you mine.

623
How the hell are those Yeti children not Domesticated? They weren't trained since birth, or what?

624
De-vampirising a dwarf is actually a neat idea. That is something for my temple/priest of armok :)

Take care with NO_AGE. I wonder if removing that for a 200 year old vampire would make him drop dead next spring.

625
DF Gameplay Questions / Re: Pond Grabber infestation
« on: May 01, 2013, 06:29:20 am »
If above the watery map edges there is some "empty space" map edge, construct some floors there. It may allow terrestial creatures to spawn. Bonus point for creating a single point of entry with airlocks so you can cage trap the hell out of them and retrieve the caged beasts in safety.

626
DF Gameplay Questions / Re: disposal of caged undead?
« on: May 01, 2013, 06:17:09 am »
You can atomsmash them while they're still in their cages. It shouldn't be a problem.

I guess you can atomsmash even more creatures that way than without caging them. For example, can you atomsmash a caged FB?

627
Hmm, I wonder if I should add an ability to remove vampire status... Turning vampire dwarf into a clockwork or remade within Flesh Studio should probably be able to make them non-vampires again.

Or just remove BLOODSUCKER :D There's nothing wrong with NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_RUST:START:0

628
Y'know, it might be an interesting idea to add Whale oil to "power up" technology. It might also qualify as a stupid dwarf trick if someone manages to coax a whale into a weapon trap, and then butcher its remains for power. :P

Or just import a few barrels of it.

629
DF Gameplay Questions / Re: disposal of caged undead?
« on: April 30, 2013, 03:24:52 pm »
Isn't that problem only present with dwarven zombies and necromancers?

630
Deon, would you consider adding some cavern civilizations in place of the removed vanilla ones? Someone big and brave and strong, with good weapons and armor, so they make good companions for any adventurer that recruits them.

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