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Messages - Dwarf4Explosives

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991
Could I specify both a specific biome and the cavern layer? If so, what results would that have?
If not, let's put it to a vote. Both ideas sound good, so I have no idea which to choose.

992
Well, my idea was that the mecha-using race would be a very isolated civ (at most 2 civs per world), with a low population cap. The mecha would be extremely rare and the species it would be a part of would appear only in savage forests (a la Überwald/generic mad scientist country). The mechs themselves would appear as 1 in 4500 (that's total chance of mechs, each variant would be 1 in 450000) of the species' population.

So your chances of ever encountering one of these, even in legends mode, is pretty much zero. And the adherents are probably a greater threat, even to the mecha (which have a [THOUGHT] token and in some cases [NERVOUS]).

993
DF Community Games & Stories / Re: DF2014: The Succession World!
« on: January 21, 2014, 01:16:30 am »
That's what DF2014 adds, right? So let's vote. Should it run till:
Year 1: 0 votes
Year 2: 0 votes
Year 5: 0 votes
Year 10: 0 votes
Year 15: 0 votes
Or longer: 0 votes

I think we should start at either year 1 or at year 15.

994
So far my variations involve flamethrowers, freeze rays, railguns and laser cannons, along with back-mounted versions of the latter two and shield generators and jetpacks. Sound fair?

995
DF Community Games & Stories / Re: DF2014: The Succession World!
« on: January 20, 2014, 04:35:29 pm »
Set up a simple resource/trading center to help everyone with their work. And it makes sense from a historical point of view, or the generic fantasy novel point of view, at any rate.

996
Yeah, they're functionally identical in most cases.

What do you think about sock-o-mancers? They use an interaction to spawn seventeen !!socks!! (socks made from material with an ignition temperature below 9500 Urist) near their enemies. Too much like traditional DF, maybe?

997
But in that case, isn't it extremely dwarfy do wipe out the heretic liquid known as "water" by boiling the seas with lignite and bins?

998
Dear Over *smear as one of the undead's fingers has fallen off whilst writing*

We ~n't have any way to get in to your fort. We may be morticidal, but we like to have a chance at acquiring brains to eat. And none of this stereotypical moaning nonsense. None of our limbs rot off, so why should our vocal cords?

Undead #17

999
DF Dwarf Mode Discussion / Re: Here lies Wagon: may he rest in peace
« on: January 20, 2014, 04:05:36 pm »
Just found out how much fun one can have with violent ghosts when reclaiming a fort. Am now imagining how much worse it would be to have ghostly wagons trundling around running dwarves over.
I believe I have found myself another sig. Do you mind?

1000
Nope.  To reach "Truly Dwarven" level, you have to colonize HFS with a force made entirely of Childcare Graduates, cast a fortress of Obsidian down there for your people to live in, and then leash domesticated Dragons at your entrance to keep those nasty Elves away, while trading Mermaid-bone chalices to the outlying lands (if you're not the Mountainhome by now, you haven't passed Proficient level yet!)
But isn't "dwarven" supposed to mean insane? All of those things you just mentioned are very rational and quite practical things to do.

1001
Monsters which turn to gas upon entering the map? I doubt that was intentional, although some of this stuff makes me wonder.

Would you mind the arena spawn list being clogged up with another hundred varieties of mecha? Or should I just add the basic types with a few combinations, leaving the rest restricted so as to make navigation easier?

1002
General Discussion / Re: Transhumanism Discussion Thread
« on: January 20, 2014, 12:45:51 pm »
I'd prefer just enhancing my capabilities with a computerized mind, hooking that up to some nanobots (containing flammables and sparkers), because I'd have to worry less about the program making an accident. Although I would first try the VR thing so doing it in real life will feel even more fun (along the lines of "Hah, those suckers are setting things on fire with their minds in their minds, while I'm doing the real thing". It's not really the most rational way of viewing things, but that seems like the most likely emotional reaction).

1003
DF Dwarf Mode Discussion / Re: Here lies Wagon: may he rest in peace
« on: January 20, 2014, 12:39:56 pm »
Envision. Pah!
I have a dream.
-snip-
Can finally, fiiiiinally, be free
Sounds like Elf talk to me. If it cannot be weaponized, my Dorfs have no use for it.

Like I pointed out earlier, Stray Wagons can easily be weaponized for extreme dorfness. You have to use DFhack, but you already need it for modifying the wagon code, so just duplicate the code for aquifers, change the liquid produced to magma, rename that snip of code magma_aquifer and then add that code onto wagons.

Or just set up a breeding room and a retracting bridge to drop wagons from several Z-levels and watch them crash onto your invaders.

1004
Did you add a biome tag? [ALL_LAND] is one, I believe.

1005
"Truly Dwarven Overseer" would be draining the ocean with an eternally burning lignite bin, right?

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