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Messages - Draco18s

Pages: 1 ... 549 550 [551] 552 553 ... 566
8251
DF Suggestions / Re: Fighting dragons (and stuff).
« on: April 27, 2008, 03:49:00 pm »
Wot's this?  Dragon spear stroking?
Copious amounts of bodily fluids flowing over the ground afterwards?
Come on!

8252
DF Suggestions / Re: Time management/priorities
« on: April 27, 2008, 03:51:00 pm »
quote:
Originally posted by Jetman123:
<STRONG>(Dwarven chess, anyone?)</STRONG>

It's known as Thud.


8253
DF Suggestions / Re: Liquid Fire Use
« on: February 19, 2007, 04:14:00 pm »
Ah ha.
*Shakes his fist at the dwarves*

8254
DF Suggestions / Re: Liquid Fire Use
« on: February 19, 2007, 12:39:00 am »
quote:
Originally posted by ctrlfrk:
<STRONG>It is a bit of a pity that extracting liquid fire kills the snake, unlike milking maggots. because i can see myself using liquid fire quite a lot.</STRONG>

Odd, because I recently went from 5 maggots to 2 and all I had queued up involving them was "milk creature."


8255
DF Suggestions / Re: Game Stopping Announcements
« on: January 16, 2008, 09:04:00 pm »
And births.  F*ck births, I couldn't care less when a dwarf pops out a mini-dwarf.  I'd like to it to show up in the announcements, but I don't want it to pause the game.

8256
DF Suggestions / Re: Gaskets
« on: January 15, 2008, 01:21:00 am »
Seconded!
I just had to build my supreme water tower with extra gear assemblies to be able to have one vertical shaft that would power all my pumps.
code:

########
#~~~~~ #
#%%%%%##
#%%%%%=*
#_____##
########

########
#_____##
#%%%%%=* <- Here
#%%%%%#*
#~~~~~##
########



8257
DF Suggestions / Re: Politics + Dragon (or other intellegent megabeast)
« on: January 15, 2008, 01:41:00 am »
Maybe something like this?

Notable, the reason I have that section of Monster Manual 5 cut out is because I happen to currently be running a game of Xorvintaal (with, obviously, the rules set to both make sense from a real-world point of view, to encourage fun, and to make sense with the published material).

You have dragons (the megabeasts we see) and then you have the Xorvintaal Dragons, the Dragons of the Great Game.  Which seems to be just about what you've described.

A peek into the world.


8258
DF Suggestions / Re: Dwarven Inventor
« on: January 18, 2008, 12:40:00 am »
New worlds are always 1050.

8259
DF Suggestions / Re: Dwarven Inventor
« on: January 15, 2008, 01:33:00 am »
quote:
Originally posted by Dame de la Licorne:
<STRONG>Actually, mixing the tags would make it cooler because you might end up with an invention that you would never have imagined could exist.  Say, a catapult-type machine that fires magma at enemies?  Now that would be cool.</STRONG>

Oh god Armok, I can only imagine the possibilities.

"Wait, you put magma in this end...and water in that end...and a log in the top...and then a caged pig...here...and you get what again?"

"A most devestating weapon!  See, the water keeps things cool, the pitch from the tree coats the pig, then the magma--in small amounts--set the tree, the contraption if there isn't enough water, and most importantly the pig, on fire.  The pig then runs that way *pointing* and sets everything it touches on fire too!"

/reference to Roman burning-pig tactics.

Or maybe...
An anvil, some magma (buckets?!?), some water and out comes obsidian blocks.


8260
DF Suggestions / Re: Few suggestions and things :]
« on: January 14, 2008, 02:40:00 pm »
Just as a point of curiousity, I figured out how to designate an area such that as few dwarves as possible run into each other.  Was mostly an accident.

code:

#################################
######HHHHHHHHHHHHHHHHHHHH#######
HHHHHHHLLLLLLLLLLLLLLLLLLHHHHHHHH
######HHHHHHHHHHHHHHHHHHHH#######
#################################

The entrances are 1-wide, due to it being an alternate route at the time (the level above this is a 5-wide bridge, and this was a series of 1-wide bridges, then encased in walls).

Dwarves going west end up taking the north route, and dwarves going east follow the south road.  This is due to dwarves' preference of going north before going west (i.e. they travel in NW diagonals until on the same horizontal line as their destination) and their preference to travel south before traveling east.


8261
DF Suggestions / Re: A few changes to Fey Mood outcomes
« on: February 19, 2007, 02:17:00 am »
quote:
Originally posted by j.brigante:
<STRONG>"This is a dwarven syrup roast. It is circled by bands of moonstone. This object menaces with spikes of copper."

Of course, legendary cooks bashing goblins in the head with spiked cat tallow biscuits would be fun, but there are some lines which are better not crossed.</STRONG>



quote:
Originally posted by DuncanFrost:
<STRONG>'This is a dwarven throwing crumpet. It is circled with bands of stale. This object menaces with spikes of pastry.'</STRONG>

quote:
Originally posted by 4bh0r53n:
<STRONG>these is a dwarven combat crumpet. it is circled by bands of dwarven rum. This has a depictation of Koom valley on the side in horse tallow and mule meat. THis object menaces with spikes of plum helmet.</STRONG>

I. *LAUGH* Can't stop *LAUGH* laughing!
*Tears of jouyous laughter*
It hurts...it hurts so good...
*Rolling on the floor*


8262
DF Suggestions / Re: Pathfind Before Building
« on: January 18, 2008, 09:30:00 pm »
quote:
Originally posted by TrombonistAndrew:
<STRONG>I figurewithout knowing exactly where I'd need to put it to make the metalforge pathways work.</STRONG>

http://dwarffortresswiki.net/index.php/Forge

Dark green Xs are impassible tiles when you go to build buildings.


8263
DF Suggestions / Re: Pathfind Before Building
« on: January 14, 2008, 02:48:00 pm »
quote:
Originally posted by Karlito:
<STRONG>If you mark the wall and the area around it as restricted and mark the place that you want them to stand as high traffic then they will go to the high traffic spot.</STRONG>

Nope, don't work.  Dwarves will ignore restricted areas to build walls from one side over another side (i.e. West over East, East over North, and North over South).


8264
DF Suggestions / Re: The mystery of steel: a dwaven take on metals
« on: January 14, 2008, 02:18:00 pm »
Oddly, I like this idea, despite the fact that it makes things more difficult.

But it does make things more realistic and fun.  Though it might cause "yes!  Platinum!  HAHAHA!  STATUES!" to be a little harder, as your first platinum bars -> statues will be of poor quality and not worth the 1000* that they currently are, making it more difficult to please the nobles.


8265
DF Suggestions / Re: Tech Levels
« on: January 15, 2008, 01:27:00 am »
quote:
Originally posted by Quift:
<STRONG>Well, I think the japanese samurais felt a bit like that when the ironclads showed up in the 18tc centuary, but this kind of scenario is actually what I had in mind in writing the post and taking my stand.</STRONG>

Oh, probably true.  But my tech was seriously, 1960s in the 1400s to 1600s (game year) against Japanese Samurai from the 1700ish era.  I didn't pay enough attention in history class to really date them.

I decided the game wasn't worth playing when three games in a row I--at the last...7 to 10 turns went, "can I build a spaceship before the end of the game?" and did so with not a turn to spare.

Also, "Ghandi imposes slavery!" was a little much.


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