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Messages - raptorfangamer

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646
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 10, 2012, 10:30:19 am »
they look quite good!
but...
your abstractness scares me... 9dot...

647
95: normal games pit you through a set story, stock enemies, and a set of levels, in dwarf fortress you are pitted through a randomly generated story, randomly generated enemies, and randomly generated worlds, spice with insanity at needed

648
DF Dwarf Mode Discussion / Re: Mayor McCheesy
« on: January 09, 2012, 10:51:06 pm »
get a doctor with legendary misc. object using and a piece of cheese.
that should cure his liking.

if not, produce the cheese as said.
if not, install a lever in his room
if not, engrave some cheese surrounded by cheese and with an engraving of that cheese on itself
if not, make your mayor part of the militia and send him to hunt giant capybaras

649
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2012, 10:48:45 pm »
Nothing is happening in Tworampart. It's year five now and I've had no sieges yet, despite being at war with both goblins and elves. Just one measly ambush. It's driving me crazy. I've built practically everything there is to build, all that's left is a magma pump stack that frankly I don't even need and perhaps an improved cistern, or maybe a mist generator.

It's a vanilla world, default world gen settings, and vanilla DF. I thought the lack of metal might make it more challenging, but no; I'm pretty sure my fort is invincible, but I haven't had a chance to test it. Grrr

raise your wealth and trade a crapload of stuff, sieges should come in no time.


here at rock of ages though, we mauled some kobolds and some flaming skulls, the landmines dont want to be in their pastures, and I tried to pull the lever on some elves but couldnt because of the dwarves actually being busy.

I will be soon at sieges though, I should stop trading for a while, and I should also start my metal industry with only tetrahedrite.

650
DF Dwarf Mode Discussion / Re: Preserving Kobolds
« on: January 09, 2012, 10:45:58 pm »
Would it be possible to make Kobolds able to hunt instead of only eating what they steal?

If you gave them a hunter profession. Or farmers. And crops.

I think hunting would be more fitting than farming. They're carnivorous, mentally retarded little dog-lizard-people things that are undeniably adorable. They need to eat MEAT

why not wild adventurers by throwing randomly generated vermin at them?
then I guess kobolds would go exinct because they cant aim...

also some basic herding would be cool, unless thats going too far regarding their inteligence.

651
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 09, 2012, 07:56:08 pm »
the fortress of rock of ages has been quite content lately.
A migrant wave has been arrived and jobs have been given while others drafted.
Barracks and everythingpile is already finished
Rock of Ages has admired a fine pre-packed supersoldier millitia commander lately.
Rock of Ages has taken joy in the slaughter of kobolds and local wildlife.
Rock of Ages has been thinking of making a burrow lately.
Rock of Ages is traumatized by rich kobold thieves.

652
Forum Games and Roleplaying / Re: Build a Colony: An educated adventure.
« on: January 09, 2012, 06:49:03 pm »
this thing has catched my attention! posting to watch

653
DF Dwarf Mode Discussion / Re: Preserving Kobolds
« on: January 09, 2012, 06:41:18 pm »
To preserve kobolds, you need to mod your entity raws to allow the butchering of sentients.  Then you can butcher the kobold corpses and make kobold meat and prepared organs, which will last forever on a food stockpile.  Otherwise, the kobold corpses will just rot.  Sadly, the secret of making preserved meat, that will last forever even when not in a stockpile, is only known to the subterranean animal-person civilizations.

This works too :]

Also, wouldn't using the kobold corpse as a building item for something like a modded in display case make it possible to store it without it ever rotting?
Museum of Kobolds :0

From what I recall, using an object that can rot as a building material results in the building deconstructing when the item rots.  So you'd have to preserve the kobold corpse against rotting somehow before you could put it in a display case.

*secret mood*

barrel armor! it wont rot!
and has an engraving of itself on itself

654
yes. if they become insane. pull the lever

655
DF Dwarf Mode Discussion / Re: Preserving Kobolds
« on: January 09, 2012, 03:43:04 pm »
you could also demake their carnivorousness and make them farmers...
but of course pitting them forever and feed them invaders is a lot more reasonable.

on legends: "filter on string"

then you have to put a random dwarf/human/elf name or lastname, since they dont have a proper langauge

656
ohgod

I should stop glancing at this thread and reading it!

I will try to escape on both saves... or at least look around the fort...

edit: with my little to no knowledge about the fort im wandering around what I think is an exit in the plump helmet save, I explored a little were goblins came from, too, thanks to my sneaking skill, now im just round a hall, I passed what seemed to be a comunal tomb.

657
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 08, 2012, 11:40:55 am »
:O :D
I really like your style... even if it only exists because of that tablet not being there

658
DF Adventure Mode Discussion / Re: Draw your adventures
« on: January 08, 2012, 11:04:27 am »
I would do it by myself but I feel I wouldnt give it enough justice.

yes its a request

human adventurer, backpack full of small chert rocks, both handsd having a single one.
he is fighting a cougar, and quickly propelled it away from a bashing on a nearby tree.
It explodes in gore

40d
Id do it, if I didnt suck at drawing Humans and Animals :P Or, more accurately, their Bodies. I could draw a creepy Human Head giggling at an exploding Cougar with no legs or torso?  :P

that can work

659
cru- im not that insane

What could you possibly mean?

Crutches? Crumpets? Hmmm....

Crumbling, because the miner channeled on a 10z drop over the dining room, killing him and the other dwarves who were magically ALL eating at the same time

oyea, dual fort seems to be going :D

660
I once modded in zerglings that would spawn in massive swarms. I made them pretty cold, and began to realise that upon touching water they would freeze and die. Weaponization ensued.

this reminds me of a mantis men mod I had
I once tried to mod in meatsacks that where so cold that would freeze 3x3 square of water, and be accidentally unkillable... I think a dragon died from being pushed apart

wait...
why not add a road... doors or something, locked... as walls for the traps?

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