Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Gentlefish

Pages: 1 ... 440 441 [442] 443 444 ... 459
6616
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 24, 2012, 02:51:49 am »
I broke both arms of my founding mason with a minecart. Gotta remember to remove the "push when full" problem, and remember to make the track stop auto-dump!

6617
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 20, 2012, 05:24:37 am »
Brassvoices has started, and Prospect has some high hopes for me, in terms of hematite in my igneous extrusive layer that is my first, though I don't have any coal or lignite. Maybe I'll fudge a reaction I know I won't be using. My first move was to cut away my own private section of land to call my own. We have fire clay, so I'm going to be using that as my building material for the outside. In the Basalt layer, I've run into tetrahedrite and alunite. Alunite will be a glorious splash of white against the bloody color of the fireclay.

6618
Now that you mention it, this would be pretty simple to weaponize. Just get a heavy cart loaded with objects (Or many) and set them up in your entrance halls, next to rollers and a ramp that leads to nowhere. So that way, it'll roll off the ramp and back into the rollers. Just be sure to have a gear set to turn off all the rollers so you can place the carts and actually get through your own entrance, and forbid those carts!

6619
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2012, 06:03:05 pm »
Got my first seige recently. It was a group of lashers, and they came by right as my caravan of dwarves did. This is in the thrid or fourth year, because I forgot I had turned invaders off, and I was ready to test my defenses. The bloody caravan guards routed the whole lot after killing three of them.

6620
DF Dwarf Mode Discussion / Re: This game is making me sexist
« on: December 13, 2012, 11:43:57 am »
Yeah, sexism is allowing the father to die and let his kid be raised without a father, just because he has dangly bits. Now that's sexism.

6621
DF Dwarf Mode Discussion / Re: Quantum Stockpiles and Relativity
« on: December 13, 2012, 11:22:20 am »
I would like to disagree. I imagine the Boozons (dwarves) as particles of the Fortion (Fortress, derivative of the Fermion [Yes I know it's the class of particles that contains Bosons, but it works :P]) and that the Fortion emits a "magnetic" field of a set size at the beginning of the Fortion's lifespan. The Fortion cannot grow to beyond this size, but can occupy all of it or very little and still manage to exert this field around itself. This field allows all dwarves to observe all things the dwarves have already seen within this field, but anything that leaves this field is no longer under affect of this field, and therefore unobservable.

Animals, for instance, once they enter the field upon an observed piece of land, become instantly acknowledged by all Boozons as existing, though it may not be in direct view of any Boozon. Goblins and necromancers offer a special challenge, but I think it's solveable easily enough, as they exhibit "Anti-Boozon" qualities, such that they are able to enter the Fortion's field of effect undetected, and, when spotted by a Boozon, collide with it in a very energetic and destructive manner. I shall therefore refer to Goblins, Necromancers and similar creatures able to hide as particles of the "Anti-Boozon" class.

6622
DF Dwarf Mode Discussion / Re: Quantum Stockpiles and Relativity
« on: December 11, 2012, 04:25:37 pm »
Leave it to Toady. After all, that's what he's trying to make ;)

6623
DF General Discussion / Re: Slade.
« on: December 11, 2012, 01:30:28 pm »
You know I used to listen to the band before they busted their balls on ice.

GET IT?GET IT?GET IT?

GET IT

a clover pun, for sure, but it's not very gneiss. I don't think very highly of drugs, so your joke was loess-t upon me.

6624
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 11, 2012, 01:08:37 am »
Dingopeople? Did you tame them or make them playable?

6625
DF Dwarf Mode Discussion / Re: Forever running out of thread :(
« on: December 10, 2012, 06:58:41 am »
If it's just thread, it could be all getting auto-loomed. Silly to say, but I forget stuff like that a lot. Also use stockpiles in you hospitals. They're a lot more efficient.

6626
DF Dwarf Mode Discussion / Re: Why, Urist, why?
« on: December 10, 2012, 06:56:49 am »
I'm very tempted to experiment with a torso dwarf. Maybe they'd just push... Do they need teeth to bite or can they sink their gums into their opponent?

I now can't help the image come to mind of that dwarf getting pimp-slapped so hard his brain started to ooze out of his ears. I've got ravens now too. Maybe I'll give him two and rename him Odin.

6627
DF Dwarf Mode Discussion / Re: Why, Urist, why?
« on: December 10, 2012, 02:23:30 am »
I've been keeping my dwarves pretty happy; there was no warning of a tantrum. Just him getting punched dead out of the blue. I'd have posted a screenshot but my computer's not connected to the Internet.

But yeah, all dwarves involved were sane and happy. He just took three punches to the head.

EDIT: turns out assigning captain of the guard opened up the justice system. My first time dealing with it, haha. Still. I like to think it was an induction into the military.

6628
DF Dwarf Mode Discussion / Why, Urist, why?
« on: December 10, 2012, 02:17:19 am »
So, I was playing Dwarf Fortress as usual, just setting up my military and shuffling soldiers around. As soon as I unpause, I get a "Urist McMarksdwarf cancels haul: unconscious." Followed directly after of him being dead. Turns out my Legendary speardwarf punched him dead. And there was no loyalty cascade or insanity, and the speardwarf still wanders the fortress. Wat.

6629
This actually looks very useful to me - I'm messing around with the idea of a borderlands mod, and I'd love to be able to make my leathers special for things like skags and alpha skags, but I can't imagine how - would you mind allowing me to borrow that spreadsheet of yours? You'd get full credit if this thing gets bigger than a personal mod.

6630
DF Modding / Re: [0.34.11] ☢ Post-Apocalypse ☢ (v.1.7)
« on: December 04, 2012, 04:02:22 am »
I noticed you have a lot of borderlands mashed with Fallout. Would you mind if I picked them up and tried my hand at a borderlands mod? I like the idea of repelling raiders and the crimson lance from above and creatures from "The Gate" from the candy which would be made into eridian weaponry. Also I need to buy Borderlands 2 so I can incorporate all that in there too.

TLDR; I love your mod, can I take the Borderland-y bits and make my own mod with them too?

Pages: 1 ... 440 441 [442] 443 444 ... 459