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Messages - GiglameshDespair

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18331
I appear to have magically grown a sword, my sole weapon being a glaive.

I was hoping to give everyone bioware style kill-knives that only appeared in cinematics, but you ruined it. :I


Can I get Commander Shepard's insta-kill pistol instead then?


Anyway, a magic ring with spiders eyes on it. What do you guys think? Should i just jam the thing on or wait for it to be identified?

18332
I appear to have magically grown a sword, my sole weapon being a glaive.

18333
Forum Games and Roleplaying / Re: Human Exodus
« on: June 17, 2013, 10:53:22 am »
2.
When we expand to more settlements, sea going cargoships will count for a lot.

18334
Forum Games and Roleplaying / Re: You are an automaton
« on: June 17, 2013, 10:47:48 am »
>format /c:

18335
A surprisingly large amount of damage from a few beetles. Would have been pretty bad if they'd managed to kill someone in the first encounter.

18336
"At least we have the dwarves to clean the ship afterwards."

See what remains of the loot.

"How did these beetles even get on the ship in the first place? As soon as you are healed, we should continue and finish purging the ship."

18337
Pull the lever so this damned swamp can start draining.

18338
Forum Games and Roleplaying / Re: Human Exodus
« on: June 16, 2013, 11:05:31 am »
Name: Marissa Deforge
Sex: Female
Age: 24
Corporate

Merissa was 20 when she inherited her father's dying company. She turned out to be a prodigy, and had completely turned the company around when she volunteered for the mission. She was bored, and running a company wasn't exactly the most thrilling thing ever. She is five foot three, with a commanding presence that makes people do what she says. Black hair, one blue eye, one green eye.

This'll do. I think the money boost is probably the best. With money, we have more options.
I vote military. Soldiers are the most vital job when colonizing new star systems.

Unless we're expecting immediate alien attack, we'll have time to build up forces first. Think of it like an RTS game - you need to build an economic base before you can wage war. Being able to afford to keep our people feed and sheltered will do a lot to keep down possible insurgencies, so money covers that aspect as well. We won't need a large quantity of soldiers until we are approximately able to make them - otherwise the game wouldn't be fun or Fun.

18339
DF General Discussion / Re: Weird weregiraffe
« on: June 16, 2013, 10:18:36 am »
That's weird because I only get necromancers when my embark is near a necromancer tower and I only get goblins when my embark is near goblins.

I remember once getting necromancers in my fortress after over a game year, at the exact moment that my first human caravan showed up.  It seemed like the necromancers came with the traders.  I was even told that when I posted on this forum, that they'll follow caravans in.

I don't know if the game just randomly decided to throw things at you.  I'm pretty sure certain conditions have to be met for everything.

The game checks for immigrants, caravans, etc, at certain times per year, so quite often everything will come at once. AFAIK, of course.
On the embark screen, it will have to say 'tower' as a nearby civilisation for necromancers to come or send zombie sieges. Similarly, there must be a goblin civilisation within a reasonable distance of your fort to attack. Werebeasts are different - they act much like megabeasts, randomly attacking your fortress.

18340
DF Gameplay Questions / Re: Tweaking animal breeding
« on: June 16, 2013, 10:13:09 am »
You might as well eat them. There's a bug that means children born on the map of both dorfs and animals don't actually grow -they'll remain tiny and worthless.

18341
DF Gameplay Questions / Re: Quick question on weaponizing cave-ins?
« on: June 16, 2013, 09:19:56 am »
I think constructed floor falling on some dude is a guaranteed insta-kill, a statue on top of that can't make it any more effective.

I thought constructed floors just turned to rubble instead so they just did damage that way, and only natural rock kept its shape and crushed things under it for the insta-kill?

18342
DF Gameplay Questions / Re: Growing outdoor crops under a ceiling?
« on: June 16, 2013, 09:18:03 am »
 I remember seeing a design for a beehive building, as it were, that supposedly allowed bees access to outside while keeping enemies from entering or attacking.
Code: [Select]
z2
+++++
+++++
+++++
+++++
+++++
Code: [Select]
z1
FFFFF
F...F
F...F
F...F
FFFFF
Code: [Select]
z0 - ground level
#####
#OOO#
#+>+#
#OOO#
#####
Where + = floor
          F = fortification
          # = wall
          O = hive
          > = downwards stair
          .  = open space

From what i remember, the person who designed it said it worked and they generated honey without threat of attack.

18343
The answer is obvious: google translate. Type in each word, translate, and memorise. Simple and certain to work.

18344
Life Advice / Re: Starting a forum game
« on: June 15, 2013, 02:02:55 pm »
I was thinking of them having the choice of several quests,as it were, each in it's own hub. Think like mass effect: Several main missions, but each main mission has little side parts. A central command can give them instructions and advice via their ship.

18345
Life Advice / Starting a forum game
« on: June 15, 2013, 01:40:21 pm »
I have always wanted to make or run a game, and have been looking at the games and roleplaying forum with greedy, sinister eyes. I plan to start a sci-fi game in about 3 weeks (having to leave for two weeks in a few days). before that, though, have any of you more experienced bay12ers got an advice? i've written a program to randomly generate the numbers for damage, whether it hits, etc, but I would like to know if there are any particular pitfalls that may befall the unwary (ie me.)?

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