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Messages - Dogman

Pages: [1] 2 3 ... 17
1
DF Gameplay Questions / Re: Should be a quick one
« on: January 21, 2009, 03:31:18 am »
There's a brook just outside the fortress, as well as lots of murky pools scattered around the area.

turtles regularly spawn on the ground within a few tiles of brooks. They hang around for a couple of frames before disappearing like any other vermin.

2
DF General Discussion / Re: Define Kobolds
« on: November 30, 2008, 11:15:48 pm »
Not sure about Kobolds, but I know what Cutebolds are: http://www.bay12games.com/forum/index.php?topic=27088.0

3
DF Dwarf Mode Discussion / Re: Execution Method
« on: November 29, 2008, 11:46:22 am »
What is your favorite method of execution?

So far, mine has to be the "Pillar of Blood" - make a very tall, narrow tower with a hole in the center and a wide base. Take the sacrifice to the top, and throw him down the center to splat on the bottom level, giving loads of gooey blood up to Armok.


If blood ever gets fluid mechanics you could eventually fill that pillar with blood; you'll drop sacrifices down to drown in the blood of the previous victims.

4
Dee seems to have really stepped up about it, she tears through the mountain like cardboard...or goblin flesh.

((Dee is now a legendary miner))



Awesome. What are her stats at?

5
DF Gameplay Questions / Re: small island
« on: November 22, 2008, 10:09:25 pm »
For the best results paint the island with an elevation brush of 101 and paint the surrounding ocean with an elevation brush of 80.

6
DF Gameplay Questions / Re: small island
« on: November 22, 2008, 12:27:36 am »
I'm just waiting for Toady to implement boats and ports, then I'm building all my forts on an island.

7
DF Dwarf Mode Discussion / Re: Hazerack, the Fortress of Architects
« on: November 19, 2008, 08:21:36 pm »
Soap? You can build with soap?

When you make soap it comes out in block form, which you can choose as a building material.

8
DF Dwarf Mode Discussion / Re: Mog juice?
« on: November 19, 2008, 07:06:24 am »
Mog Juice is almost as bad as Kupo Nuts...

9
DF Gameplay Questions / Re: Tile Size
« on: November 17, 2008, 11:18:32 pm »
Big enough for a single Dwarf or dragon but small enough two Dwarves have to squeeze by one another to pass.

Figure that out.

10

Basic Goals: you gotta get them.

-Make it through the first winter
-Reach the Dwarven Economy
-Seiged for the first time
-Ambushed for the first time
-Have at least one champion in your military
-Survive an Ambush
-Survive a Siege
-Experience emotion towards one of your dwarves
-Reach your fortress in adventure mode
-Kill a semi-megabeast in adventure

-Become the enemy of a civilization
-Find at least one underground feature (both, in dwarf mode, and adventure)

Advanced:
-Fun with magma
-See every underground feature
-Water structure
-Mega-construction
-make a creature on your map extinct
-build an arena
-build an execution chamber

-Do something that makes you feel absolutely dwarven
-Get through an aquifer
-Fortress on "unsustainable" land
-Learn acsII graphics
-Wage war on all vanilla civs (excluding dwarves)
-Self-destruct a fortress

-kill a noble
-make soap

Extra-hard:
-Reach 200 dwarves
-Smooth a mountain
-Do a Giga-construction (must span multiple z-levels, and have a large base)
-blot out the sun.

Extra-curicular: Overtime fun stuff.
-Play a mod
-Make your own creature

-invent a new weapon
-join a community fort
-Do a bloodline/succession game
-Challange fortress
-Run a community fortress

-Report a never before seen bug
-donate to Toady



I never run a fortress long enough to do the extra-hard things.

11
DF Gameplay Questions / Re: Noble Refuses to Die
« on: November 17, 2008, 02:55:27 am »
Lock the door until he starves.

12
DF Gameplay Questions / Re: Fishing
« on: November 14, 2008, 08:57:57 pm »
Build a grate over a river tile, make a two tile zone over it: does that zone allow fishing?

Experiment, people.

13
DF Modding / Re: Kobold Camp
« on: November 14, 2008, 08:08:39 pm »
First birth in my camp and it's the maximum amount of pups as specified by the raws.


14
DF Modding / Re: Humanoid pets and jobs / Multiple creature Civs
« on: November 13, 2008, 08:58:39 pm »
Yeah, add [FEMALE] to that shit.

Either that or add [SPECNAME:MALE:Catboy:Catboys:Catboy]

Course then male children will still be called loli catgirls. Which is way wrong.

Good point. Toady, we need a tag that will give special names to the young; if we have loli catgirls than it's only fair others get shota catboys

15
DF Modding / Re: Kobold Camp
« on: November 13, 2008, 06:52:22 pm »
Funny, I've actually gone out of my way to make my huts lopsided or not entirely square and uniform.

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