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Messages - Icefire2314

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946
I would kiss an elf.

Whoa whoa whoa, I understand we all want it (and by want I mean lustfully desire it) but let's be careful lest Toady Armok smite us with his own fist.

947
Welp looks like I died. can i be redorfed

Also, I SHOULD be able to do my turn, on the off chance that I can't, I apologize in advance.

948
DF Modding / Re: Trench warfare mod idea
« on: November 15, 2013, 04:30:34 pm »
Certainly possible and I don't think it has been done before. I'm daily certain the biggest drawbacks of a mod such as that are that:
1) AoE ranged weapons aren't really possible right now. You might be able to rig up a flamethrower type weapon, but grenades and rocket launchers are out.
2) Siege weapons can't be edited. So all of your weapons need to be hand held.

Key word is weapons... of course nothing stops you from making your entire civ shoot giant flaming balls of death...

949
DF Suggestions / Planes (on the dev list)
« on: November 07, 2013, 08:59:04 pm »
PLANES: Once it's all established, you can make regions arbitrarily strange, and you make a lot of them. The real chore here is allowing multiple world maps to be active in one way or another and to allow game elements to move between them. It would be a headache to program, but it would add a lot to the game. Related to PowerGoal81.

How I see this:

In the year 231, the Ageless Continents were invaded by the Drunken Dwarves of the plane The Silent Crushings.
In the year 234, The Drunken Dwarves defeated The Oars of Shoving at The Plains of Blazing and destroyed Lithgomukt.
In the year 235, The Drunken Dwarves established Nelimatun at the Plains of Blazing.

So in short the Drunken Dwarves invaded from another plane and destroyed a site, and then rebuilt it, symbolizing a presence on the new plane.
I think this would be cool once you are able to use your armies to invade other places, and you could expand to other planes.

Thoughts?

950
DF Suggestions / Re: Dwarf Fortress on Android :D
« on: November 07, 2013, 08:49:12 pm »
This would definitely not happen in the near future, and even if it did, android devices have too small of screens. even if you memorized the android interface for DF (which is another problem) you'd still have a very small window for the actual map; and that's disregarding resolution. Perhaps on an iPad that would work, but even then, it has to be completely rewritten, and Toady is still working on regular DF.

951
DF Dwarf Mode Discussion / Re: Protection during cavern mining?
« on: November 03, 2013, 05:17:54 pm »
Btw, when using digv, use digvx (unless it's otherwise inconvenient) because it harvests across z levels.

Monitor your job cancellations, usually the miners will flee from the cave monsters, and set a squad to patrol, so they'll be on hand if anything goes bad.

952
DF Dwarf Mode Discussion / Re: Famous dwarven last words
« on: November 03, 2013, 05:15:54 pm »
"Hey guys! Look! Adamantine Candy!" Famous last words of Urist Mcminer

"Yeah, I know I'm a militia commander, I know I'm legendary in all military skills and was fully equipped, but I wasn't on duty and... well, that goblin scared me." - Famous last words of Urist Lorbam Dumast Okolkib, legendary +5 militia commander of the Cheeses of Squealing in the Infernal Helmets.


953
I have no idea why would Beholders do that and Cave Floaters in DF not (they have the similar type of gas). I will try to figure it out.

Strormbringers are a type of wizards. That dude who immigrated has learned a secret of lightning in worldgen, Icefire.
He could be a werebeast at the same time.

Ah, ok. Thanks :)

Dunno why DFHack is reporting that though; he's been in my fort for a year now and not changed once.

954
I recently got a migrant wave, and one of the dwarves has stormbringer next to their name. I assumed it was a curse, and checked DFHack (cursecheck verbose) but he hasn't changed (DFHack says he should be a werebeast). Anyone know what a stormbringer is?

955
DF Suggestions / Adventure mode; destroying towns
« on: November 01, 2013, 08:43:57 pm »
I did search this, so excuse me if it's already been posted, but I didn't find anything.

My idea is simply that, in adventure mode, you can permanently destroy a town. I *think* this is achievable currently by destroying that civilization, but short of that, you could simply add a new action, allowing you to torch buildings, or otherwise destroy them, and then the town would cease to repopulate. I destroyed an entire goblin village only to die later, make a new adventurer, come back and find it repopulated. To even it out, you'd only be able to destroy buildings once their inhabitants are dead, the action to destroy the building would take quite some time (or require several button presses) in which time the inhabitants would come out in arms and attack you to defend themselves.

Of course, if you are a Legendary Dodger with <<*Candy Armor*>> then their plights are beneath your worry.

If you have any ideas to add to this, let me know, I'd be more than happy to hear them :)

956
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 01, 2013, 11:51:07 am »
Urist McManlyChild has been content lately. Urist has lost a mother to tragedy recently. Urist has lost a father to tragedy recently. Urist enjoyed starting a fist fight recently (and breaking a grown dwarfs arm...). Urist was forced to endure the decay of a mother recently.

Urist McGrownDwarf has been miserable lately. He complained of the nasty water recently. He was dehydrated recently. He admired a fine chair recently. He lost a friend to tragedy recently. He was forced to endure the decay of a friend recently.

Urist McGrownDwarf cancels Eat: Went insane
Urist McGrownDwarf is running around babbling!

Yeah, so guess who is the better dwarf; AKA, guess who will be drowned and who's body will be entombed in the magma pipe when they die, which will be in the line of duty, btw.

957
DF Adventure Mode Discussion / Re: Trouble as necromancer
« on: November 01, 2013, 11:44:21 am »
Ah, ok. I didn't know that being a class changed the life tags. Thanks.

958
DF Adventure Mode Discussion / Re: Funniest Names
« on: October 31, 2013, 10:22:17 pm »
Don't remember the full name, but the first name was Panis, so you can imagine what I THOUGHT I saw everytime I opened the companions window...

959
DF Adventure Mode Discussion / Trouble as necromancer
« on: October 31, 2013, 09:37:26 pm »
I didn't have to get the slab, since I'm playing the Genesis mod and that's a playable character at start. But, whenever I raise the dead, they are hostile towards me as well. I can't really make sense of it, since I've never played as a necromancer before. Could anyone explain at all?

960
DF Dwarf Mode Discussion / Re: Potential Trap and questions
« on: October 31, 2013, 01:10:02 pm »
I think it's time for some !!SCIENCE!!

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