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Messages - Findulidas

Pages: 1 ... 18 19 [20] 21 22 ... 69
286
DF Modding / Re: Become One... With the Hive!
« on: November 24, 2014, 06:09:23 am »
They will easily get depressed though, considering seeing each other die gives sad thoughts that cant be modded.

287
DF Dwarf Mode Discussion / Re: snatchers and kobolds?
« on: November 24, 2014, 06:04:18 am »
Snatchers might not come if they are in the army though?

Kobolds are weak, dont have good metals/weapons and cant have peace with any other civilization, this is why they often die out if you give the history enough time. So I never see any kobolds at all...

288
DF Dwarf Mode Discussion / Re: Just had the most boring werebeast ever
« on: November 23, 2014, 07:28:45 am »
Well I had a werebear who killed 10 people and infected about 5. Was the first werecreature Ive ever had so I didnt know it could infect people. Obviously there was a lot of fun.

289
DF Dwarf Mode Discussion / Re: giant sperm whales
« on: November 21, 2014, 10:57:18 am »
Just have to mention that skeletal sperm whales where terrifying monsters back in the day when pulping wasnt a thing.

290
Count? I aint counting! I put those orders on repeat and get like, 50 of them bastards, don't got me none time to count. Psh.

My dwarf.

Counting is for the bookkeeper.

291
DF Dwarf Mode Discussion / Re: Will I get a goblin siege?
« on: November 19, 2014, 01:41:51 am »
It used to be possible but extremely unlikely to get goblin merchants. Dont know about diplomats.

292
DF Dwarf Mode Discussion / Re: Exploit of the day
« on: November 15, 2014, 04:58:06 pm »
I think the simple fact that trap components being hugely overpriced coupled with the fact that you could easily make them out of wood is bordering on exploit. If so thats probably the only exploit Ive used. Trading everything they got every time without even touching metal is pretty strong imo.

293
DF Dwarf Mode Discussion / Re: Lavish Meals
« on: November 15, 2014, 03:39:48 pm »
Recently a dragon got into the stockpiles in my fort, and almost everything was destroyed. That was fun. I suppose I actually would have been better off trading the meals in that case, since they were going to be charred otherwise.

Just have two stockpiles at diffrent levels.

294
DF Modding / Re: Help creating a necromancer/undead civ
« on: November 12, 2014, 09:04:58 am »
Dont know if you could make them exactly like that.

I know you could create a creature similar to a human and add [opposed_to_life] and a bunch of the other undead tokens from the wiki. Then create a new entity file and add your new creature in it (basically you could start off with copying the human one there as well and do changes on that if you are unfamiliar) and then just make the ethics diffrent.

You could also copy the necromancer interactions and add a similar one in your creature. I know masterwork had one on its warlock creatures that allowed them to raise undeads.

295
DF Dwarf Mode Discussion / Re: A dragon in charge?
« on: November 03, 2014, 03:40:54 pm »
Im pretty sure that dragons can lead civs as many megabeasts and semimegabeasts. It doesnt make it realistic though.

They can also be worshipped I think.

296
DF Adventure Mode Discussion / Re: Effects of necrosis
« on: November 03, 2014, 02:52:42 am »
The helmet snake poison is not the worst though, you can live through it as an adventurer. The giant desert scorpions however have a injected syndrome from its tail that makes your brain and spine rot which means you die regardless of what happens. They are also a much much harder encounter.

297
DF Adventure Mode Discussion / Re: Necromancer changes?
« on: November 03, 2014, 02:43:39 am »
Yeah and not only are they though they have a super sense when it comes to detecting sneaking adventurers with 360 vision.

Best way to kill them is to get high skill in dodging, shield and use a whip with high skill. Attack and then dodge away in multi attack. Because not only are they though to kill, they are much faster than live counterparts (due to not feeling pain I think) and they hit like a truck with hits that can easily go through armor. Just dodge away before they have a chance.

298
DF Modding / Re: How to give skills?
« on: November 02, 2014, 03:02:28 pm »
Theres one for making them legendary, just google it. I dont see why you need them though, my traders usually end up proficient or a bit less on the second trade in one or both of them.

299
DF Modding / Re: Pokemod
« on: November 02, 2014, 03:00:10 pm »
The stone (and blood) would have an on-contact syndrome, 100% of the time. I don't know how good the contact detection is.

It literally does not work except for liquids.

Could you not have gases that condense and do interactions though?

300
DF Dwarf Mode Discussion / Re: Legendary child
« on: November 02, 2014, 12:25:39 pm »
Had the same happen, but he turned out to be a legendary bonecarver.
Now to wait for him to reach adulthood. :P

Its quite common to get bonecarvers and butchers if your fort is generally unhappy, simply because of fell moods.

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