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Messages - golemgunk

Pages: 1 ... 5 6 [7] 8 9
91
Forum Games and Roleplaying / Re: you wake up in a dark room.
« on: March 17, 2014, 08:02:16 pm »

92
Forum Games and Roleplaying / Re: you wake up in a dark room.
« on: March 17, 2014, 04:08:30 am »

93
Forum Games and Roleplaying / Re: you wake up in a dark room.
« on: March 16, 2014, 10:17:46 pm »

94
Forum Games and Roleplaying / Re: you wake up in a dark room.
« on: March 16, 2014, 08:31:33 pm »
I'm using just the first suggestion that comes up after each picture, fyi

95
Forum Games and Roleplaying / Re: you wake up in a dark room.
« on: March 16, 2014, 08:30:48 pm »

96
Forum Games and Roleplaying / Re: you wake up in a dark room.
« on: March 16, 2014, 07:33:29 pm »

97
Forum Games and Roleplaying / Re: you wake up in a dark room.
« on: March 16, 2014, 07:07:20 pm »

98
Forum Games and Roleplaying / you wake up in a dark room.
« on: March 16, 2014, 06:18:27 pm »



Spoiler: The story so far (click to show/hide)

99
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 14, 2014, 12:26:10 am »
Can a region take on more than one regional interaction?

I have two syndrome applying interactions that both have [IS_REGION:ANY] and [IS_FREQUENCY:100], and it seems like only one of them works at a time.

100
DF General Discussion / Re: Future of the Fortress
« on: March 13, 2014, 08:04:36 pm »
Now that people are having emotional responses to things in play, does that mean that people can go insane (as in berserk, melancholy, raving mad) in adventure mode? Have the mechanics of insanity changed at all with the new personality stuff?

Reading today's devlog, I was imagining what kind of responses people would have if so many just suddenly dropped dead around them.

101
DF General Discussion / Re: Interesting things found in legends mode
« on: March 13, 2014, 03:11:39 am »
In one of my fortresses, I noticed that my dwarves very often engraved their goods with images of the human "Tul Foggygrasp" being struck down by the alligator "Bandedkeys". It came up so often that I copied the save to look at legends mode and see who this person was. It turned out that Foggygrasp was an adventurer I had played long ago and forgotten about! Her adventure was short: I ran out of water after leaving the starting town, and was dismembered by an alligator when I went to fill my skein at a nearby river. It was such a brief and inconsequential journey, to me, but for some reason my dwarves fell in love with it. It was like the game was mocking my failure.

That fort went on for decades, and they never stopped telling the story of foolish Tul Foggygrasp and the hungry alligator, Bandedkeys.

102
there will be pseudo-taverns for people to stand in, but toady hasn't mentioned any changes other than that.

I think people move around town like that just to make it seem more lively. I know some go out into the fields to theoretically do farming or something, but they really just sort of go out and stand there and watch you go by. those people are spooky

103
DF Suggestions / Re: Mystery cults
« on: January 11, 2014, 07:40:52 am »
stuff like this will likely be implemented when religions and deities get expanded on later.

Quote
We can also have cults of bandits, of merchants, of pirates and of mercenaries among others or cults trying to seize political power in a settlement or colonizing a place

It would be interesting to see groups form around religions like this; say a cult following a god of justice would form a mercenary guild that hunts night creatures, or a cult that serves a deity of murder would form a bandit gang or an assassin guild (ala the elder scrolls' dark brotherhood), and gaining recognition in these groups would eventually involve becoming a member of the cult

104
I was sneaking up on a bandit and I somehow kicked him in the teeth from behind

105
DF Modding / Re: Upgrading Dragon Scales
« on: December 14, 2013, 03:18:17 am »
I think all you have to do is make your own scale material template and replace the one under the dragon's USE_MATERIAL_TEMPLATE token. the info in the material templates is the same as what's in the inorganic raws, so you can easily copy/paste from whatever metal tokens and tweak it however you want.

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