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Messages - Dwarf4Explosives

Pages: 1 ... 59 60 [61] 62 63 ... 82
901
They might only defend themselves against invaders, not bothering to send armies to invade others, which is a relatively sane and realistic, not to mention effective tactic in real life.

902
That's the most remarkably sane-sounding description and title I've ever seen on a god.

Also, the wet paint dwarf sounds hilarious.

903
-snip-
Or not.
They dont care. They die either way.
So like vanilla Dwarves then. Or basically everything, if you wait for long enough.

Also, thanks Putnam!

904
You might want to attach a slight syndrome to it's molten form, something along the lines of the common cold, then, to stop them from being to little a threat when fighting outside their preferred biome.

905
There's a problem you'll have to address: the glacier creatures will start wars with civs outside their biome, which, while the melting won't happen in worldgen, will cause massive problems when an entire civ dies off within the span of a single fortress.

Also, does anyone know a way to get creatures to not be spawned by worldgen, but still not be fictional?

906
:o...beautiful.

907
EDIT: nvm, EGGUANA appears to be toast, probably voidspawn

Do not eat the toast. DO NOT EAT THE TOAST!

EDIT: Added myself to the list for dorfing. I just have to take part in this glorious, blood-filled madness.

908
Give the feathers both a fixed temperature slightly above 100 degrees. Give them the ability to [IMMOLATE].

In terms of diseases, as long as it stops after a reasonable period of time (and depending on whether it is chronic or temporary, the effects vanish), it's okay. DF can't handle multiple syndromes at once.

Oh, and your Glacier-Men quadrupedal caste sounds like it consists out of horror movie aliens. That completely meltable caste will be a godsend for people who like magma traps.

909
That will be added in future releases. When it is, just remember to avoid sock-o-mancers/urgies.

Why do goblins and/or other invaders become friendly temporarily after reclaiming?

910
You may want to just lock your dwarves in an isolated room (preferably the underground farms, which need to be closed off from the caverns anyway) with as much stuff as you can gather, whilst you continue expansion from there. Seems safest.

911
And what is Armok's bloodlust made of? Right, magma, although he sometimes uses lava to "speak" to the surface dwellers.

912
Most of the time, they tend to be made out of magma.

913
a creature is unlikely to be able to produce enough power to make a functioning weapon, considering we can barely make a laser weapon ourselves. It could also never evolve naturally as no doubt it'd require a lot of specialized evolution that wouldn't benefit the creature for a long time.
Considering the backstory of this creature, and it's "species" in general, as a type of self-modifying hive mind, the idea of "natural" is not really applicable here, so that's one constraint lifted. And these lasers are, relative to the creature itself, very, very small. They're going to be contained in the spider's hairs, so it will only end up using a very small amount of energy compared to the creature's total energy output.

You can use organic semiconductors and organic dyes as the gain medium.

Sounds like the best and most reasonable option. A ring of electrocytes generates a current, while some other cells produce large amounts of a highly conductive protein or use proteins to create large amounts of the appropriate compound, which end up filling the area between the electrocytes. Meanwhile, yet another group of cells, separated from electrified area by a filter that removes most wavelengths from the light passing through it to the gain medium, produce a substance akin to luciferase. The only parts I can't figure out is how to a: make the mirroring around the gain medium and b: how to stop the gain medium's fluids from falling out of the laser.

914
But if you train some, you can use them as hyper-efficient guards. Just cage any and all male or female specimens (one or the other). The only thing you should really be scared of are the ones older than 500 years, which (while they, or any other one above the age of thirty, may die at any time) are significantly larger, but still just barely smaller than a halfling. 900 year old ones are actually slightly (1.1x) larger than a halfling. They're still weak as can be, as I've found in the arena.

Also, the spheres they have are mostly despair-related ones.

915
We're going to get the Void God's succesor, aren't we?

Also, magma landmine. Link up some pumps to bring magma up to a small dug out cave just under the surface, turn them off but leave them linked to a small BATTEREY. Then build a magma-proof bridge over the spot you want the magma to come out of and turn the pumps back on. This system can be activated by the Overseer of the fort, as described in the "magma landmines revisited" topic.

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