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Messages - darklord92

Pages: 1 ... 13 14 [15] 16 17 ... 54
211
DF General Discussion / Re: The Elf, A theory
« on: October 11, 2012, 09:39:03 am »
You know, the standalone idea of demon trees making zombies is interesting by itself.

When i think about it i guess it may be possible( as it is now with reaction tokens)  to set a tree's fruite to a CREATURE:CASTE  and it may drop that creature when it's fully grown. Though that may lead to the interesting effect of "Ripe Elf".

212
DF General Discussion / Re: The Elf, A theory
« on: October 11, 2012, 03:08:32 am »
You should mod in a subrace of elves with no heads.
They are in alliance with the dwarves to remove the parasite that are elf heads.

And dorf beards?  Do gobs and humes have parasites too?
http://dwarffortresswiki.org/index.php/v0.31:Beard

@ Dwarven beards as a symbiotic organism


Dwarven beards are not parasites but co-existing organisms with the dwarf.

213
DF Modding / Re: The Vilous Mod V2.9F - The colors duke, the colors!
« on: October 10, 2012, 02:42:43 am »
well it seems I've mostly been testing things recently with the mod. Any bugs found I'd really like to get ironed out now get this last stable release 100% ready for the long wait till 3.0 .

214
DF Modding / Re: DF Dumbass of the Year Edition
« on: October 09, 2012, 02:32:08 pm »
The spinning ☼Forum Thread☼ strikes the Thread Viewer in the head, bruising the muscle, jamming the skull through the brain and tearing the brain!
Thread Viewer, "Human" being has been shot and killed.

That's what I feel like when reading this thread.
LEI LEI SHNEY THNG N ASIIC ISnT hW AEWSEM THS THREAD IS SEE I CAN MAKE SHINY TOOO HAHAHAHAHA ☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼☼



ot-
yeah this thread is horrific but incredibly awesome at the same time, i guess it's just nice to vent once and a while.

215
DF General Discussion / Re: No Words
« on: October 09, 2012, 03:00:43 am »
Laugh at your bonering, will they? You'll show them! Make them worry about the bonering you're reading for them!

Yeah, it kinda is. Look up the Dwarvish.
Yeah, but this is funnier because of the way the letters in the English translation can be grouped, especially if the name was indeed randomly generated.

I've had barbarity of bitches and... the impervious square anuses before in modded raws. Needless to say the second one was the last straw I decided to cull those from the files of my mod.

I'm in on this if it goes community. I smell a massively horrible thread equaling at least 1 / 10th of the mermaid bone thread.

216
DF Modding / Re: DF Dumbass of the Year Edition
« on: October 09, 2012, 01:06:55 am »
That would turn this Mod into DF Apocalypse.

And glorious it will be.

217
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 06, 2012, 04:43:45 am »
Going to be less storytastic with this entry for my 7D survival

We've hit the first generation of kids finally marching past puberty and becoming peasants! the fort has lasted for 11 years now!

http://i.imgur.com/w2pKA.jpg

218
DF Dwarf Mode Discussion / extra brave migrants?
« on: October 06, 2012, 03:37:36 am »
I'm doing a 7 dwarf survival that has run fairly well so far ( 12 years, first generation of kids have grown up ) , besides ghost issues, and tied to those issues would be the migrant issues. You see i'm only allowed 7 dwarfs. So i periodically cover the overworld with magma to cut down on the absurd amount of ambush and berserk messages, But the migrants even after 528 have been killed continue to come. I'm lost if i have an option set to always let them come or if the migrant code is bugged. in the older versions even 60 deaths would mark your fort as a deathtrap and you'd rarely get any!

219
DF Modding / Re: The Vilous Mod V2.9F - The colors duke, the colors!
« on: October 05, 2012, 06:37:49 pm »
I'm not really certain on just wraps... it seems very well bare minimum, i do like the dust shroud that does seem a bit unique and i believe you cna already make dwarfs and sergals wrap cloth on themselves

220
DF Dwarf Mode Discussion / Re: Strange weaver mood.
« on: October 04, 2012, 05:01:39 am »
if they are still in the depo you can just dismantle it and it will also give you the stuff that's not loaded on the cart, eh, legit or cheat your choice dear.

221
or at least, if we can't turn them off, a little more warning. we get the occasional message " has risen and is haunting the fortress" but my ghosts have been murderous or violent and do NOT show that message maiming my only 7 now 6 dwarfs/sergals without warning. The attack or outright killing my only notification of a ghost rising in my fort! I can't play like this and i might as well start the file over meticulously slabing every migrant to enter :/

222
DF Dwarf Mode Discussion / Re: Strange weaver mood.
« on: October 04, 2012, 04:03:58 am »
If he's secretive he won't show it in game as it's meant to be a guess to the player, though if your open to cheating showmood in df hack will show exactly what you need to give him.

223
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: October 04, 2012, 03:55:20 am »
Currently dealing with ghost rage in the fort -.- aside from that I'll check up with what you can do with them. I've been breeding them for meat as they lay 2-3 eggs a clutch.( not only that but unfertilized eggs are a food too! )

224
I AM GOD DAMN FUCKING SICK OF THE GHOSTS IN THIS GAME. FUCK. playing 7 dwarf survival isn't fun anymore when your dwarfs cna get picked off at random from fucking migrants you never wanted in the first fucking god damn place. There needs to be an option to toggle them or some shit, or a way to force them off with DFhack I'm sick of this shit.

You don't like fun?
This is not the DF fun that is !!FUN!! FUN is when you don't know how to hook up the water works and flood the fort, or a dwarf breaks that green glass window holding back a magma reserve, or that forgotton beast climbs in through a way you never expected. FUN hinges on how well you design your fort because you can expect that and find ways to work around it often invent new structures and ideas and presenting them to the community.

FUN is not spending 40 minutes to slab 90+ ghosts only to have your crafter battered and is now missing both a leg and arm effectively bring slabbing to a slow grind. A good feature will keep me up all night playing( which df has alot of, and has probably been why ghosts rarely do make me flip the fuck out ) a bad feature is one that makes me want to put the game away because it's not FUN micromanaging all the fucking ghosts i didn't want to deal with in the first place.

225
I AM GOD DAMN FUCKING SICK OF THE GHOSTS IN THIS GAME. FUCK. playing 7 dwarf survival isn't fun anymore when your dwarfs cna get picked off at random from fucking migrants you never wanted in the first fucking god damn place. There needs to be an option to toggle them or some shit, or a way to force them off with DFhack I'm sick of this shit.

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