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Messages - AfellowDwarf

Pages: 1 ... 73 74 [75] 76 77 ... 81
1111
DF Community Games & Stories / Re: the peasant dwarf
« on: January 21, 2013, 10:51:23 am »
We purposely caused thw cave-in, so yeah, we killed it. This isn't DF, either, but if all else fails, show him WallPoke the Bone of Terror and say "Let me pass, and this is all yours."
Give up wallpoke? Maybe as a last resort. We should offer him one of our beard-grooming secrets. Ours is obviously dwarfier then his. If he doesn't accept that, we should mention the latter repeatedly while calling him an elf.

1112
DF Suggestions / Re: Natural Disasters
« on: January 20, 2013, 06:50:14 pm »
If this goes into effect though, the thing would be how would you safely remove ashes then? Would Toady have to make a new article of clothing like a scarf or bandanna to prevent you from inhaling in the ash?
Have a vampire do it for you? Hope the remover lives to be treated by the doctor? Set up cave-ins?
Well, I suppose you should have some way of removing ash slowly but carefully, perhaps with a small chance of inhaling a little. Maybe with the option to use it as a vertiliser afterwards?

1113
DF Suggestions / Re: Natural Disasters
« on: January 20, 2013, 05:45:53 pm »
The ashes, once cooled down, are mostly safe.
Vulcanic ashes are microscopicly small and razor sharp. They're pretty bad for the lungs.

1114
DF Suggestions / Re: Natural Disasters
« on: January 20, 2013, 04:00:19 pm »
Or instead there could be hot ash like with what happened in Pompeii changing plants into dirt or stone and maybe killing trees, killing livestock and dwarves exposed to ash and if the volcano is in the region, maybe slight ooze of lava.
Not dwarfy enough. The ash should form ash walls on areas that are exposed enough, realeasing a portion of the killer ashes again when mined, or walked on, and flammable objects in contact with the initial ashes should be set aflame. Any toxic gasses from the vulcano should also be hot, perhaps melting materials that aren't semi-magma proof. And since these are heavy, they should flow right into an exposed fortress.

1115
DF Suggestions / Re: Random power source
« on: January 20, 2013, 03:01:23 pm »
*The existance of a entire species: The power come from the whole word population of some specie. It could be something common, like deers, humans, carps or something epic like dragons. This could lead to cool storylines like someone with this curse/bless siding with dragons for his own safety.
Alternatively, an entire(probably randomly generated) species could exist becouse a certain entity does. Demons creating monsters, certain elves creating creatures out of wood etc.

*Eating or drinking something daily/monthly/yearly: Much like the current vampires does, but not only for blood. It could be anything edible, from plump helmet to demon's meat.
Nobles that get this curse this should mandate the heck out of it, while dwarves should try to produce it(if there is a shortage) when others aren't looking. Your broker could trade for it behind your back, and the same goes for laison conversations.

1116
DF General Discussion / Re: What Would Urist Do?
« on: January 20, 2013, 01:09:42 pm »
Sigh in relief.

WWUD if an adamantine spire became alive?

1117
DF Dwarf Mode Discussion / Re: Victory conditions -- what should they be?
« on: January 19, 2013, 07:13:59 am »
1 point - Kill a human
2 points - Kill a kobolt
3 points - Kill a goblin
5 points - Kill a demon
10 points - Kill an elf
20 points - Kill a dwarf

1118
DF Community Games & Stories / Re: the peasant dwarf
« on: January 19, 2013, 06:42:51 am »
It has been more then a week, and we're on the third page, so I'm afraid you'll have to exuse me.
"Bump"

1119
DF Gameplay Questions / Re: 'Open space'?
« on: January 18, 2013, 06:24:44 am »
You prevent it by not doing caveins, but if it's already happened, you can fix it using DFhack.
Nah, I savescummed already. Still, I'd prefer an irrigation method that doesn't involve moving to the caverns. Perhaps if I did a cave-in like this:
Code: [Select]
## ### #######   <-- Cave-in mass
##          ##
######______##
#############
So that the water would flow off the elevated bit?

1120
DF Gameplay Questions / Re: 'Open space'?
« on: January 18, 2013, 05:54:34 am »
If you drop ice onto a stone floor, the ice floor seemingly replaces the stone floor; when it melts, it leaves "open space" behind instead of the stone floor, resulting in a rather odd glitch. I recall this being encountered back in 40d as well.
All right, how do you prevent it, then? Would down stairs let the water through?

1121
DF Gameplay Questions / 'Open space'?
« on: January 17, 2013, 03:22:02 pm »
Upon doing a new glacial embark I noticed something wierd when I tried to melt some ice. The cave in filled the room with water but certain tiles were treated as 'open space' and didn't recieve mud. I haven't had this problem on my last embark, and that was in the same area. What is causing this?

1122
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 17, 2013, 02:23:21 pm »
That'd still leave you to make clothing for the dwarves you can't draft. On the other hand, an emperor's new clothes situation coud be funny.

1123
DF Gameplay Questions / Re: Adamantine Clothing
« on: January 17, 2013, 01:28:27 pm »
Is this intentional? It seems strange to have the god-metal be reduced to nothing by friction and dwarven sweat.

1124
DF Gameplay Questions / Re: Way too many giant bugs and insect people
« on: January 17, 2013, 12:49:29 pm »
What you need is to find a way to create a giant book or shoe and use it on the bugs.
Just make a giant obsidian boot, fill it with feet, and drop it on them.

1125
DF Dwarf Mode Discussion / Re: So I dropped a Puppy into a Volcano...
« on: January 17, 2013, 12:20:29 pm »
I believe the lava doesn't slow your puppy down much, so he could fall pretty far before melting to death. Still, this requires further investigation. May I suggest you drop in your women and children for !!science!!?

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