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Messages - Dwarf4Explosives

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1021
Well, to put their badassery in perspective, I'm going to unleash creatures with fifteen bp's with [GRASP]. It's my signature megabeast, and it's magma-proof, relatively fast, and I may decide to make it capable of opening doors.

And their prey, the flying screamer, is the fastest creature in the game, trainable (and has [ADOPTS_OWNER], so feel free to scream :P in rage as you experience screamsplosion), flying, similarly magma-proof, amphibious and fast to breed. They'll be excellent for use in magma-traps once I'm done with them.

I'm thinking of adding a new NPC race, that features machines that can deploy troops. Any objections?

1022
Whenever I think of Canada, the first thing that springs to mind is a mental image of a webcomic. This comic just happens to depict a Canadian mad scientist making an extremely polite attempt to attack the United States using adorable GM puppies. Then he asks for bagels.

Incidentally, how long do you think it will take (not counting the time it will take to get the fort up and running) to wipe out the Voidspawn? Because this fortress lacks the amusing genocide (of both elves, dwarves, demons and goblins) of the original.

1023
General Discussion / Re: Transhumanism Discussion Thread
« on: January 15, 2014, 08:30:00 am »
In an attempt to rerail this thread, let's some up what we've determined within these last two pages: to come up with a definite proof of whether you exist or not is approximately as easy as making an AI version of yourself that works along one of the other three known dimensions instead of time and giving it a way to communicate with you.

D...did I just end up derailing my own statement before posting it? It started out as a theory on how to come up with the aforementioned proof.

Anyway, I think this:
"Free will" is the exercise of choice through decision-making, which I also clearly have by virtue of having made decisions, but I don't think that makes me exempt from the laws of causality. A highly deterministic brain poses no more problem for free will than does a large rock pinning me to the ground. And I'm always confused by people asserting that the fact that I was always going to make a particular choice meant that I never made it - that's blatantly contradictory.
describes what I think pretty well. What's been called "free will" may not be as "free" as formerly thought, but how does that make it invalid? A program making a decision is still making a decision, and is as free in that as anything else can be.

1024
General Discussion / Re: Transhumanism Discussion Thread
« on: January 14, 2014, 04:16:27 pm »
I consider it ridiculous too, truth to be told. About the definitions of words (specifically consciousness), since we're just assigning concepts to patterns of vibrations, does two creatures having two different definitions associated with a specific pattern make the concept less valid? No, not at all. However, if the concept is invalid and pretty much impossible anyway, that doesn't really matter, now does it?

1025
General Discussion / Re: Transhumanism Discussion Thread
« on: January 14, 2014, 03:27:47 pm »
The way I see it, free will is the ability to determine what you do according to your thoughts. Therefore, as thinking can be considered an action, you need to be capable of choosing what you think. However, the decision to choose what you think is a thought itself. This leads to infinite recursion, which would require an infinitely large universe (and an infinitely large brain or other form of "thought container/processor"). This is clearly impossible, therefore having (completely) free will is impossible.

1026
Note to self: mod in edible walls for next fortress.

1027
OOC
Well Dwarf4explosives, since you agreed to call off your wall plan it seems wrong to subtract influence for it, (the time for which has come) but I don't think you should be able to propose something and take it back without cost, so how does a loss of 1 influence for doing that kind of thing sound?
It's fine by me (And anyway, I doubt I'll be active much longer. This thread is moving a bit too fast for me).

1028
DF Community Games & Stories / Re: DF2014: The Succession World!
« on: January 12, 2014, 09:06:59 am »
But can a pearwood chest kill off dragons?
Hint: Yes, it can do so easily.

1029
That plan has been proven impossible anyway, so let's just call it off.

For:0
Against:2

1030
Sorry, I didn't know about that.

Anyway, I think a simple memorial hall, adorned with statues would be a good idea. To remind us of the dangers present in the waters of the underground, we should also attempt to route waterfalls so they, while being separated from our workers, are visible in the hall (and cause mist).

1031
Basically, I just want us to build the stockades marked in fuchsia first, then use floors connected to the original stockades to build the other stockades in midair. If we connect them to supports, we can then expand the fortress at the pull of a lever.

1032
Dwarf4Explosive proposes aerial drop plan.

The plan: Start with the fuchsia stockades. Then build small towers to suspend walls in mid-air using supports. Proceed to drop as needed.

For:1
Against:0

1033
DF Community Games & Stories / Re: DF2014: The Succession World!
« on: January 11, 2014, 07:13:54 am »
I'm already setting up the "Minecart Tycoon" railroad game and am currently running a game where people embark on 1x1 embark fortresses to create a single city block in the mountainhome of the island where Twoflower the tourist lives.
Remember, no modding in this succession world, so if you've modded in omnicidal suitcases, you can't transfer the save.

1034
Look, Anima hasn't posted in weeks and the person whose turn it is hasn't come. I'd say this fort is dead.

1035
DF Community Games & Stories / Re: DF2014: The Succession World!
« on: January 10, 2014, 06:31:44 pm »
Eh, don't worry, I'm going to put it somewhere where only the fortress members are likely to touch it. It's for RP value, mostly.

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