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Messages - SharkForce

Pages: 1 ... 8 9 [10] 11 12 ... 14
136
DF Dwarf Mode Discussion / Re: Understanding my wounded Dwarf
« on: May 29, 2012, 01:13:48 am »
Hmm... dwarven wheelchairs?
Wheelbarrows
Not nearly dwarfy enough.

how about if the dwarf has to pick up their wheelbarrow and carry it over their head? ^^

137
DF Dwarf Mode Discussion / Re: Glass windows and floors
« on: May 29, 2012, 01:00:39 am »
EDIT: A new and improved animal-based ambush detector is to dig a channel, put a grate on top, and pit an animal into the channel. Yes, in that order. You can pit through closed grates and hatches. Don't do this if your map is prone to flooding with water or magma.

that sounds like it would be subject to building destruction...

138
DF Dwarf Mode Discussion / Re: weaponizing the mobius loop
« on: May 22, 2012, 12:14:49 am »
i wonder if you could make your dwarven railgun self-reload. what happens if a cart gets launched and slams into a wall... does it just drop onto stuff below, wheels down? (ie, will it land on a track?)

if so, you could design a long entry hallway, send a cart (or 3 carts, side by side, or a series of carts, 3 carts across, for a trade entrance), have the railgun opening at one end, and a hole at the other end, which can drop the cart onto rollers. the cart would then simply loop back around and up two stories, then drop down another hole into your acceleration track (onto another roller, of course).

of course, that will call for a few more windmills (or perhaps just use dwarven perpetual motion machines), but uhhh... self-reloading dwarven railgun sounds like it would be worth it. (also, depending on what happens with the corpses, you should either get a location where you can seal off the railgun to prevent it from firing, and loot the corpses, or maybe wind up with cartloads full of your enemyes' corpses that you use to crush your other enemies. what's not to like?)

of course, i haven't really tested any of this... but i can always *hope* it will work :P

139
DF Dwarf Mode Discussion / Re: Hauling rock=stronger dwarves?
« on: May 16, 2012, 06:32:33 pm »
Tell that to my legendary pump operating militia recruit who crushed a trolls skull with his hands because he was still waiting on a weapon....

if you get lucky enough on that, even the poorest recruit with no skills can pull that off. doesn't mean that recruit got stat upgrades from pump operating (though likely killing a troll gained some from improving wrestling).

140
you could try putting some weapon traps in the front to make the leader dodge off a narrow portion of land, drop down, get cage trapped, and include a path which leads to the leader's new location... and have that path to the cage traps below be full of traps.

you will likely need an abundance of training weapons of course.

141
DF Dwarf Mode Discussion / Re: Hauling rock=stronger dwarves?
« on: May 15, 2012, 12:26:43 am »
could've sworn i saw someone do a bit of testing and found that the attribute increase from pumping was negligible.

142
DF Dwarf Mode Discussion / Re: Falling items anti-Kobold trap
« on: May 15, 2012, 12:24:29 am »
actually, if you can find a way to make it drop water on them, you can have the water trigger a pressure plate, which means you can start up another sequence from it.

that said, you may have to settle for something that is alive and can't fly (i dunno, pig bombardment? traditionally i would call for a cow, but unfortunately the cow would probably starve to death and require reloading whether or not a kobold comes. maybe a zombie cow?)

143
DF Dwarf Mode Discussion / Re: About to Embark in Haunted Biome
« on: May 10, 2012, 05:30:39 pm »
1 or 2 egg layers can go a long way towards feeding your dorfs and if you skip the male you don't have to worry about chicksplosion.

chicksplosions can generally quite easily resolve themselves, if you just make sure to not have much room ^^

144
...
We have given creative control of the Houses and hivers art over to Suds, so feel free to fill his inbox with requests MUHAHAHA!

Shit.

I was just planning to make extra graphics sets for each of the Houses which can be switched out at the player's leisure. Though I don't know how well it would work thematically for House Cawdor to still get Redemptionist attacks.

if they're not redemptionists themselves, they're probably sinners anyways :)

145
DF Dwarf Mode Discussion / Re: Butcher stockpiles
« on: May 05, 2012, 12:29:42 am »
permit all kinds of bones, skulls, hoofs, horns. remove all other types, then go through to whichever one has fresh hide at near the top of the list and enable only fresh hides.

depending on your preferences, you may prefer to not have bones, skulls, hoofs, or horns. you may also want hair.

146
Just what I always wanted! Fire spraying religious nutjobs!

Santa does exist.

there is no Santa. Santa is the guy who gives you presents if you've been good, and a stocking full of coal if you're bad.

there is, however, Phanta Claws. Phanta Claws won't kill you if you're good (this is generally considered to be more than sufficient reward), and will fill your socks full of your charred remains if you're bad.

there are similarities, but the two are decidedly different ;)

147
can you have your entire fort be vamps and not lose?

yes and no.

your vampires will need booze, but won't drink it. this will cause horrible, horrible problems in terms of them gradually slowing down more and more at everything. they won't die from it, but they will get really, really, *really* slow.

but no, the game won't end - it's not like losing every single dwarf in your fortress.

148
DF Dwarf Mode Discussion / Re: Easiest method of child removal?
« on: May 01, 2012, 01:58:18 am »
Heh. I tried dumping a buncha kids in a volcano. I think one dodged when the bridge retracted, because I got several "found dead" messages.

did you dump them all at once, perchance? they may have "found" one another dead on the way down... or if they didn't burn away at the bottom before sending in the next one (that would be the drawback to the part where throwing a person into a volcano scouts the magma sea...)

149
DF Dwarf Mode Discussion / Re: So, picking war animals here.
« on: April 30, 2012, 09:15:07 pm »
what's wrong with badgers?

150
DF Dwarf Mode Discussion / Re: Easiest method of child removal?
« on: April 30, 2012, 09:12:58 pm »
babies can be separated from their mothers by forcing them to swim.

the best way to remove children is to atom-smash them, as i understand it. or dump them in magma. the key is to ensure that the body is never found, which will just leave them as permanently "missing" and prevents them from being considered dead by their friends and family, thus preventing tantrum spirals (iirc, children will mostly respect burrows, so if you make a burrow for them and designate a meeting hall there, you should be able to atom-smash them or drop them from a retracting bridge to a horrible firey death no problem. note that if you throw them into a volcano, they will also likely explore the magma sea for you a little bit. before they get to that horrible firey death part of things, of course.

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