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Messages - Findulidas

Pages: 1 ... 11 12 [13] 14 15 ... 69
182
Adder man? I just made a new IWC adventurer earlier and checked for a adder man but there was none. Are they available in vanilla DF?

They do still exist. Dont know if they are playable.

183
Im sure its a question of both what people and toady thought is the most fun to do. Fort mode probably overtook adventure mode cos of that and not anything else. That said I get the feeling like so many others have said that adventure mode has gotten its fair deal updates lately so its not as bland and buggy as it once was.

184
DF Dwarf Mode Discussion / Re: How can you all stomach bedrooms?
« on: April 14, 2016, 05:17:06 am »
I usually go for 3x3 and I do very large ones at once so I dont have to do it very often. I dedicate one floor solely to sleeping quarters and add additional ones as I go along. Usually end up having 2-3 big ones. I dont find it very tedious or boring. Its much more annoying when I decide (which I usually do) to engrave as much as possible while still leaving room for cabinets, table and chair, beds, etc which I always plan to add in all of these bedrooms. Just cause it gives dwarves happy thoughts to live in great bedrooms.

185
DF Adventure Mode Discussion / Re: Possible play styles.
« on: April 10, 2016, 05:58:53 am »
So no takers?

You see the problem about those great creative ideas you, I and everyone else has is that you have to basically almost always do the job yourself. Its only when you have already done a whole lot of it and it has already turned out to be good, its then other people want to try to do it by themselves. Even then its mostly cos they think they can do better in some way. Its what I feel often happens anyway.

Im glad if Im proven wrong of course.

186
Dwarves obsess too much over dead bodies. Cant decide if I hate it or love it.

187
DF Dwarf Mode Discussion / Re: Why do caravans bring magma?
« on: April 10, 2016, 02:31:39 am »
I'll see if the same happens on the ANCII game, though i have the latest Phoebus version

I thought it was very rare?

188
DF Dwarf Mode Discussion / Re: Zombie invasion!
« on: April 09, 2016, 09:51:05 am »
...wonderful memories of the creeping sense of dread...

Yeah. I actually completely agree. Infact, gonna make it my sig.

189
DF Dwarf Mode Discussion / Re: Post-Riot Weirdness
« on: April 09, 2016, 06:23:35 am »
They did it

Spoiler (click to show/hide)

190
DF Dwarf Mode Discussion / Re: Zombie invasion!
« on: April 07, 2016, 11:53:13 am »
Since the nerf to zombies its not such a big of deal anymore. Just moderately trained dwarves could probably easily kill them.

Dwarves can kill anything, the problem is with surviving. I've been observing visiting soldiers, and generally they die to zombies, even if there are 2 zombies per one soldier. I saw only one killing of zombie by a human soldier, but he was then killed by another zombie. The reason was over-exertion. Another common reason of dying is losing consciousness because of pain. The visiting soldiers are rather low skill, but still, they should be able to do more. The zombies were armed and shielded, and apparently they retained their respective weapon skills.

Oh I dont disagree on the fact that there will be casualities. It just wont be as severe as it used to be when the zombies all had superdwarven powers and ran superdwarvenly fast. Or compared to even older versions where they just didnt die, but kept on coming endlessly unless you killed the necromancer or in the case of evil biomes, destroyed the body in some definite way (such as bridge crushing).

191
DF Dwarf Mode Discussion / Re: Zombie invasion!
« on: April 06, 2016, 04:38:02 am »
Since the nerf to zombies its not such a big of deal anymore. Just moderately trained dwarves could probably easily kill them.

192
DF Dwarf Mode Discussion / Re: The Lungfish
« on: April 04, 2016, 09:56:39 am »
Of course lungfish can fly, how else would they escape landsharks?
Now I have to make mini mod to include landsharks in my tropical biome fauna. Carp will have nothing on the terror that is the landshark.

Better yet, I should mod in a sharknado as well. Some sort of flying shark monstrosity made mostly of countless sets of snapping jaws and razor sharp teeth.

Zombie and skeletal fish can go on land. Atleast they used to be able to. I remember once seeing a skeletal giant sperm whale get into one of my earlier forts and kill most dwarves. Of course that was way back when zombies didnt die after a set amount of hits and kept resurrecting endlessly.

193
DF Dwarf Mode Discussion / Re: WOLF WOMAN DANCER
« on: April 04, 2016, 09:38:55 am »
Quite alot of the vanilla animal men can wear dwarven and elf clothing. The way their bodysize is calculated is they get the default creature size and human size (70,000) and average them.

Dwarves are size 60,000. So to get an animal man that size you need its base animal to be size 50,000. (50,000 + 70,000) / 2 = 60,000.

Some of the notable size 60,000 animal men are leopards and cheetahs.


To my knowledge the only animal men that are 70,000 and so can wear human armor are deer men, and they're pretty boring honestly.

No platypus men though.

Spoiler (click to show/hide)

194
DF Dwarf Mode Discussion / Re: WOLF WOMAN DANCER
« on: April 04, 2016, 06:36:58 am »
Now in DF terms, some of the animal people are amazingly badass as adventurers.

The problem is that they have unusual body sizes so armor doesnt fit. There are mods for that though. Serpent men are quite funny to play as though, inherently amphibious and with a syndrome attack. Platypus men are too small to play as but are on another level of strange. The men (and only the men) have a syndrome attack on the kick.

195
DF Adventure Mode Discussion / Re: Can you build up your own Hamlet
« on: March 30, 2016, 12:30:20 pm »

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