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Thread: [Dwarf Fortress] General Chat: omgmogmogmog

  1. #126
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    Quote Originally Posted by Portalboat View Post
    :\
    So, how WOULD I release the lava correctly?
    Don't channel, instead mine in Z-level below?

  2. #127
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    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    I have just learned that you can allocate the F keys to allow you to quickly move between layers and not have to spend 4 minutes each time I want to to make some god damn Iron goblets.

    The more you know!

  3. #128
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    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    Oh god, start up a new fort, my fort gets invaded right off the bat by about 20 two humped camels, which systematically slaughter all my dwarfs, start another one and and elephant manages to get in and kill two guys and make everyone else go crazy.

    Its like boatmurdered all over again....

  4. #129
    can't read amymist's Avatar
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    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    So, I got DF. I have yet to lose, but I think I'm getting there, haha. (How make farm work?) So, yup!

  5. #130
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    Quote Originally Posted by amymist View Post
    So, I got DF. I have yet to lose, but I think I'm getting there, haha. (How make farm work?) So, yup!
    You can make farms on underground soil OR on muddied underground stone.

    Also, I'm currently working on alchemization for my mod.

  6. #131

    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    Okay, so, I've been working on a mod.
    Which I haven't worked on in a few weeks.

    It's about these weird playable creatures that are bigger than humans that I made up, called Impalions, and they are named for the ability that they can impale things with their hands. They're an evil race, and there's one thing that separates them from others: They can't dig. They use wood (to light up candles) and cloth (to sit on) to create a workshop called Ritualist's Zone.
    In the Ritualist's Zone, they can transform wood into a stone called Ritualstone, which can be turned into 10 very heavy stones (with 2 ritualstone) called heavestone, or with 3 ritualstone, make 20 heavestone blocks. With 5 ritualstone, they can make tetrahedrite, and with a lower chance, limonite. Using bones, or 5 Mystery Herbs, they can create essences. With 5 essence, one ritualstone is made. And with one bar of copper and iron, they can make a red metal called Impalium.

    Some more info about these weird creatures: They lay eggs, and they can use their tail to choke things, and break joints. These monsters also have a special caste that releases a vapor that makes eyes rot.
    Last edited by jaxy15; 10-08-2011 at 01:42 PM.

  7. #132
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    I love the Impalion/Impalium pun

    Anyway, I'm going to use the rest of this post to mindlessly shill my mod

    It's awesome! Adventurer-mode good mod! Needs more development in Dwarf mode >_>

  8. #133
    It's Deadpeta !!! MaskedClaus's Avatar
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    Re: [Dwarf Fortress] General Chat: Skull made of dust? No problem! Brain is undamaged

    I just lost my first fortress. It lasted about two years before I unleashed demons. I had about fifty dwarfs, minus four who died in a bad experimentation with magma and other accidents before the demons came.

    Almost nothing was happening, I couldn't find coal anywhere so the metal industry was very slow and I had nothing to sell to merchant. I wanted to end my game and I thought digging to hell would have been a funnier way to finish than abandoning my fortress, so I started digging in an adamentine vein. I sent my ten member military (who had almost no equipment because of my crappy metal industry) in a very pathetic attempt to kill them.

    It went as expected. The fortress turned into a bloody mess in less than a minute. The only dwarf who managed to survive was my fisherman who was fishing far away, but he got killed as soon as he entered the fortress to put his fish in a stockpile.

    Also, I named some of my dwarfs after Homestuck characters. It ended up making some weird stuff like Rose and Dave being a couple.

  9. #134
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] Legions of undead, lead by world famous Author/Necromancer Urist

    There was a bug, I think perhaps before the release of 31.01, that caused inbreeds to run wild during worldgen.

    I imagine that could have been fun >_>

  10. #135

    Re: [Dwarf Fortress] Legions of undead, lead by world famous Author/Necromancer Urist

    I have an urge to kill more kobolds.

  11. #136
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    Thread name updated for recent devlog development... logs. :3

  12. #137
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    Just to re-kickstart discussion, I just updated my mod. I'm thinking of making a special version of the mod and doing a bifurcated succession game, one on the bay12 forums, one here. The first year for both will be the same, as they'll both be played by me.

    Any suggestions for stuff in the special version of the mod? :3

  13. #138
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    Quote Originally Posted by Putnam View Post
    Just to re-kickstart discussion, I just updated my mod. I'm thinking of making a special version of the mod and doing a bifurcated succession game, one on the bay12 forums, one here. The first year for both will be the same, as they'll both be played by me.

    Any suggestions for stuff in the special version of the mod? :3
    This may be ridicolous and possibly very difficult to code ( and I think you may have done something with it already) but you know Gl'bgolyb, make it a pet that if its killed, the entire fort dies, and also make it that you have to feed it something ridicolously rare, like adamantine wafers(hmmm, only wafer thin! no extra calories), or cave spider silk or something, make the game more FUN!

    Or just dead animals/trolls/gobbos/whatevs if thats too hard/stupid, but they must be fed whole!

  14. #139
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    Impossible to make a pet that kills the whole fort when dead, AND specialized diets are difficult as fuck too.

    Probably will be possible next version, though! I'll probably wait until next version for Gl'bgolyb. Interactions are shaping up to be insane.

  15. #140
    pew pew I'm a wizzard dynamicEquilibrium's Avatar
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    You can make something that would emit a huge amount of toxic gas on death though, right?
    Wouldn't it be possible to set up a chain of events like:
    1. Internal temperature is extremely low
    2. Boiling point of blood is extremely low
    3. Blood is deadly poisonous, but only to dwarves
    and then when the creature dies, its temperature will rise back to room temperature, the blood will vaporize explosively and then poison everyone

    I actually don't know how you could do specialized diets, though...
    "A man may fish with the worm that hath eat of a king and eat of the fish that hath fed of that worm." -Hamlet

    "now you're making steampunk sound like a gender identity or something" - seedy

  16. #141
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    Specialized diets are impossible, except in the case of grass.

    Gas doesn't spread enough.

    It's a bitchin' idea, especially for a succession game, but it's impossible to implement.

    Also, the blood wouldn't be poisonous to the dwarves, it'd be poisonous to the trolls :P

  17. #142
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    Oh wow, Dwarf Fortress. I haven't been played this in ages. I remember the last fort I played before I stopped playing involved 100 dwarves all slaughtering each other throughout a siege because the ogres had cut off their food supply. Needless to say, the tantrum spiral killed them all off before the ogres did.

  18. #143
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!


  19. #144
    For the Hord- err, Swarm! Walliard's Avatar
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    Re: [Dwarf Fortress] General Chat: An army of sleepy demigods to migrate soon!

    Quote Originally Posted by Putnam View Post
    Quote Originally Posted by from September '09
    I bet Dave Strider's older brother is a freakin' creep that claims to be SUPER ironic.


  20. #145
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: No such thing as too much magma

    Also posting this.

    If anyone wants to join from here, say the word, preferably on the bay12 forums, but not necessarily.

  21. #146
    It's Deadpeta !!! MaskedClaus's Avatar
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    Re: [Dwarf Fortress] General Chat: No such thing as too much magma

    I would be interrested to play in the Mspa timeline (if you're still doing that thing).

  22. #147
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: No such thing as too much magma

    Quote Originally Posted by MaskedClaus View Post
    I would be interrested to play in the Mspa timeline (if you're still doing that thing).
    freeformschooler's turn has been too epic so far to do that :P

    I just combined the whole thing into one.

    EDIT: then I un-combined it

  23. #148
    Bard of Raws Putnam's Avatar
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    Re: [Dwarf Fortress] General Chat: No such thing as too much magma

    oh crap double post :X

  24. #149
    For the Hord- err, Swarm! Walliard's Avatar
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    Re: [Dwarf Fortress] General Chat: No such thing as too much magma

    Quote Originally Posted by Devlog
    A few miscellaneous interface checks, and then back to the regional material emissions... and I still didn't manage to polish it off. Some changes are needed. For instance, I initially thought it would be enough to make the regions that rain blood draw from the civilized races, but then we ended up with regions that rain rodent man blood, which isn't as good as raining human or dwarven blood. Of course, you might prefer raining "blood", but we don't have generic blood anymore and I don't think it's proper to add it now that we've got real alternatives, though perhaps a slurry of some kind would be appropriate later. It didn't even work out right with the rodent man blood -- the indexing was screwed up, and we ended up with "a dusting of rodent man skin"... dandruff snow. Less Slayer and more Breakfast Club than we wanted, but at least I sorted that part out.
    This game.


  25. #150
    can't read amymist's Avatar
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    Re: [Dwarf Fortress] General Chat: No such thing as too much magma

    This game is freaking flawless.

    Now I need to learn how to keep dwarves out of my lava moat.

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