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Messages - Scruffy

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946
I made a point to mot harm any important Suikas. Since I'm uninjured, I pretty much succeeded at doing that.
Ahem:
Quote from: Darvi
Only downside is that we lost a couple recruits who thought it'd be fun to punch some undead with nothing but their fists, but who cares about idiots?
Atleast I found out how Scruffy died. ::)
Now I just wonder why his nickname was removed.

947
By the way Darvi, I noticed that my Scruffy ('Scruffy' Kadol Oslanbunem) disappeared after Grimlocke's turn.
Now I just a mysterious dead oni wrestler named Kadol Oslanbunem without the 'Scruffy' nickname.
Did you draft your poor old farmer Scruffy?

Edit: Atleast  my corpse seems to be still alive and kicking (who broke all my front teeth?).
(or atleast was before highzealot's turn.)

948
The zombies are just trying to share the gifts of grandfather Nurgle. Embrace the disease and papa Nurgle's warmth.

Ok, wrong universe

I had forgot about Nurgle while trying to RP Chaos Undivided.
We Nurgle zealots hear that often. Everyone always forgets about the kind ol' papa Nurgle.

949
The zombies are just trying to share the gifts of grandfather Nurgle. Embrace the disease and papa Nurgle's warmth.

Ok, wrong universe

950
DF Dwarf Mode Discussion / Re: Connecting caverns to surface
« on: August 22, 2012, 10:58:11 am »
That remind me of another portal to the depths..
You know, the horizontal or slanted giant stone door that opened to the dark depths where Cthulhu crawled out.
Once I've got a few thousand clowns and FB's roaming down there it'll be just like home :D

Also fliers will absolutely ignore the rampway and just fly out and kill everyone. Roof is advised. Marksdwarves are advised.
Instead of a roof you will need a series of bridges that you can open like a giant door. Then all you need is a forgotten beast.
The forgotten beast Cthu.. Snodub has come! A great two-legged squid. It has a thin wings of stretched skin and it has a bloated body. Its green skin is waxy. Beware its poisonous vapors.
Spoiler (click to show/hide)
Sound anything like your giant hole? Just replace the names with Urists.
By the way, it should be public domain in most parts of the world so don't hate me for making such a long quote.

951
DF Dwarf Mode Discussion / Re: Connecting caverns to surface
« on: August 22, 2012, 05:16:25 am »
Spoiler (click to show/hide)
Dig a really big hole and attach a spiral 1x3 rampway covered with retractable bridges/hatches, all you need to do is connect it to the caverns.  A long term solution, not a short term one.
That remind me of another portal to the depths..
You know, the horizontal or slanted giant stone door that opened to the dark depths where Cthulhu crawled out.

952
DF Dwarf Mode Discussion / Re: My dwarves keep harvesting fish...
« on: August 20, 2012, 07:52:29 am »
Atleast the fisherdwarves also work as a reliable ambush detector. When ever you get an ambush you are bound to get atleast one dead fisherdorf.

Need to find the goblin invaders? Just tell your militia to follow the trail of dead fisherdwarves.

953
DF Dwarf Mode Discussion / Re: Badass Dwarven Children
« on: August 19, 2012, 06:30:32 pm »
I have seen children survive many FUN situations but my favorite was a 6 year old who went berserk during a resurrecting zombie outbreak/tantrum spiral incident. He went berserk near my crafting hall, punched my weaponsmith to death like it was nothing and started chasing a random dwarf. I managed to seal him in a small room next my memorial hall. A cat and some poor sod got trapped along with him. The child knocked the other dwarf unconscious, latched onto him and started shaking him to death. (can they shake any creature no matter the size if they are unconcious?) Finally he grabbed the cat by the tail and threw it againts the wall. The cat flew for 3 tiles and blew up into a puddle of blood and gore. (every limb severed. 4 limbs, head, tail, torso)

Oh, they also survive remarkable falls.

954
DF Dwarf Mode Discussion / Re: Friendly kobald thief???
« on: August 19, 2012, 12:03:45 pm »
Has anyone else ever noticed that none of our kobold related threads manage to stay on topic for longer than half a page?

955
DF Dwarf Mode Discussion / Re: Catching the big bad sponges.
« on: August 19, 2012, 11:06:31 am »
Rather than digging a down stair, do this:

Code: [Select]
___S_
__+^|__
  |ccc+

The ^ is a solid wall, designated for being dug into an up-ramp. The +s are doors, the c's are cage traps.

When the miner digs the ramp, the ground will also be removed under the sponge and it will fall straight onto a cage trap. Doors provide methods of retrieval and water stoppage.
Wouldn't it just fall on the ramp?

956
DF Dwarf Mode Discussion / Re: Catching the big bad sponges.
« on: August 19, 2012, 08:46:59 am »
The darn buggers seem to refuse to fall down the staircase and somehow even move a few tiles (because of the water flow?) I have already dug 3 such traps and every time the sponge just sits on top of the downstairs and moves a few tiles thanks to the flow.

957
DF Dwarf Mode Discussion / Re: Friendly kobald thief???
« on: August 19, 2012, 08:27:46 am »
Do the males also tie their daggers to their feet and produce their own poison?
And have fur and beaks?
In the current version only the males have daggers (inborn bodypart, made from copper. Infects victims with koboldism)
The rest can be added if you think that it will make them more "koboldy". :P

958
DF Dwarf Mode Discussion / Re: Necro910?
« on: August 19, 2012, 05:14:31 am »
Deep within our souls we all are Necro. Look in your heart, you know it's true.
Otherwise:
Spoiler (click to show/hide)

959
DF Dwarf Mode Discussion / Re: Friendly kobald thief???
« on: August 19, 2012, 04:48:47 am »
Kobolds also lack the poison spurs which male platypi have.
Large daggers
Not poisonous, not on the feet, not limited to males.
Not poisonous? You clearly have not met my coraibolds. Beware their syndrome inducing large daggers.

960
DF Dwarf Mode Discussion / Catching the big bad sponges.
« on: August 18, 2012, 05:16:27 pm »
Just like most of you, I too have had more than my share of those indestructable giant sponges and their zombie counterparts. Now I'm trying to cage and train one (and later perhaps try to zombify and drop it down a tube into the depths below) Does anyone have any ideas of how to actually get the blob in the cage? Any other ideas than just whacking it until it moves a tile into a cagetrap?

Also, any ideaos on how to train them? 3/7 deep pool and a trainer with swimming skill?

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