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Messages - Crinkles

Pages: 1 ... 4 5 [6] 7
76
DF Suggestions / Re: Asexual Reproduction
« on: August 21, 2013, 09:55:37 am »
I would love to see pregnancy as a forgotten beast syndrome!

77
DF Suggestions / Re: Eating until you are full
« on: August 20, 2013, 10:32:27 pm »
You should be able to overeat until you become obese.

It's not obesity, it's bio-armor!

78
DF Gameplay Questions / Re: Filthy Muck Covering?
« on: March 06, 2012, 07:01:55 am »
If you're feeling like being nice to merchants, try building a mist generator in front of your trade depot. Mist should obliterate any dirtiness covering the traders or their items, instead of leaving it on a tile like a pool of water would. Lock them in place for a bit to make sure they're clean before you begin trading.

(Alternatively, build the mist generator at the entrance of your fortress to clean any of your dwarves that are returning from the trade depot, and let the traders rot. Literally, with the right syndrome.)

79
Personally, I think werebeasts are best. While you don't have some of the benefits vampires and husks have, you also don't have their disadvantages. You don't have to drink blood, and everyone will resist the temptation to attack you on sight.

The really big plus for me, though, is that they heal completely. Did the +copper short sword+ tear the skin, shatter the lower spine bone, tear the nervous tissue and sever many tendons? That would mean being a permanent cripple for most adventurers, but werewolves need only wait until that time of the month (or for female werewolves, that other time of the month) to fresh as a peach again.

80
DF Adventure Mode Discussion / Re: werebeast post vampirism
« on: March 03, 2012, 11:26:57 am »
- You cannot have children (not particularly relevant in Adventure Mode)

It's a pity that the people you infect don't count as your vampiric "children", Camarilla style. Huge underground cabals could exist, with intrigues and succession wars.

Knowing Toady's ambition, you'll be able to do this eventually, if you haven't died of old age yet.

81
I would definitely take it out. The wound can never heal while it's in there, making you more likely to get infected. You'll bleed profusely when pulling it out, which you can handle if you do it in a controlled situation---but if a wrestler pulls it out in combat, it could very well kill you. Unlike in real life, there is no risk of doing more damage by pulling it out.

82
DF Gameplay Questions / Re: Is there an ethical way to train doctors?
« on: February 17, 2012, 04:45:32 pm »
There actually is a way to train doctors ethically: be heroic! Wounding dwarves is required to train doctors, but nobody ever said you had to wound them for the sake of wounding them. Send them to clear the caverns of dangerous beasts, fight off sieges with your military instead of just walling yourself in, that sort of thing. Your military dwarves will be doing useful stuff while also getting wounded in the process.

This, very much this. There is nothing unethical about sending your poorly trained military out after forgotten beasts and seiges.

I like to think they knew what they were signing up for....when I drafted them.

83
DF Adventure Mode Discussion / Re: My Delima
« on: February 17, 2012, 03:59:35 pm »
What month is it? You could try waiting a long time for it to become summer, to prevent it from freezing over, though that may not work if the biome is sufficiently cold.

84
DF Adventure Mode Discussion / Re: Necromancer Skill Gain?
« on: February 16, 2012, 05:37:09 pm »
Do note that only your physical attributes are locked. Focus, willpower, etc. will still rise as normal.

85
DF Adventure Mode Discussion / Re: You hear a low boom...
« on: February 16, 2012, 02:06:43 pm »
My money is on a bronze collosus. Booming footsteps, metal chings due to y'know...

86
DF Adventure Mode Discussion / Re: Temples
« on: February 16, 2012, 01:55:53 pm »
Profaning temples is something priests can currently only decide to do in world gen.

87
You could also try going to an evil biome and getting husked by the eerie mist.

Can you actually do this? Awesome.

I've never done it, but Toady says you can keep playing if an eerie mist happens to turn you undead. Everyone will be hostile to you, though, except the undead.

88
DF Adventure Mode Discussion / Re: Dingos...
« on: February 15, 2012, 06:52:44 pm »
The horror of dingoes has been known to man for quite a while. At least since the 90s:

http://www.youtube.com/watch?v=ghCTZF61ey0

That gives me an idea... There should be dingo men that sneak into fortresses and steal babies, like goblins.

89
You could also try going to an evil biome and getting husked by the eerie mist.

Toady should probably give necromancers their own entity or something, instead of just relying on zombies' "opposed to life" tag. That would make them actively protect the necromancer while also attacking other undead that threaten the necromancer. If their opposed to life tag got removed, they would even respect the necromancer's allegiances, so an adventurer could prevent their zombies from killing their friends.

90
DF Adventure Mode Discussion / Re: Newbie Questions: Companions
« on: February 15, 2012, 06:42:10 pm »
You can actually equip companions using DFusion, though you might consider a third-party tool like that cheating.

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