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Author Topic: Chuck Norris Mod  (Read 2816 times)

Helmaroc

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Re: Chuck Norris Mod
« Reply #15 on: June 07, 2008, 07:13:00 pm »

100:1000 damage will break the game. I think. But 2:8 is good.
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Dasleah

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Re: Chuck Norris Mod
« Reply #16 on: June 07, 2008, 07:18:00 pm »

Also, [SPHERE :DEATH]   ;)

But c'mon - the Chuck Norris of DF is Ironblood. I thought everyone knew that.

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Pokethulhu Orange: UPDATE 25
The Roguelike Development Megathread.

As well, all the posts i've seen you make are flame posts, barely if at all constructive.

Ghostpaw

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Re: Chuck Norris Mod
« Reply #17 on: June 07, 2008, 07:42:00 pm »

quote:
Originally posted by Dasleah:
<STRONG>Also, [SPHERE  :DEATH]    ;)

But c'mon - the Chuck Norris of DF is Ironblood. I thought everyone knew that.</STRONG>


I'd like to see those two engage in epic combat.

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t''s so sad.  It''s as if De Beers as invaded Dwarf Fortress.  I nearly cried when I saw how valued and rare diamonds were in Dwarf Fortress.

A_Fey_Dwarf

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Re: Chuck Norris Mod
« Reply #18 on: June 07, 2008, 07:54:00 pm »

quote:
Originally posted by Ghostpaw:
<STRONG>

I'd like to see those two engage in epic combat.</STRONG>


No you wouldn't. If that happened the world would spontaneously combust. There is only enough room for one undefeatable super-person.

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Demonic Gophers

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Re: Chuck Norris Mod
« Reply #19 on: June 08, 2008, 01:17:00 am »

quote:
Originally posted by Shooer:
<STRONG>Why not add extra hearts and other organs.

Hmm, that gives me an idea...</STRONG>


My understanding is that you die if a heart is pierced, even if you have several.

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*Digs tunnel under thread.*
I also answer to Gophers and DG.
Quote from: Shades of Gray
*Says something inspiring and quote worthy.*
Opinions are great, they're like onions with pi.

Deon

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Re: Chuck Norris Mod
« Reply #20 on: June 08, 2008, 05:24:00 am »

OMG. It came here... I thought it's a safe place behing these dwarves.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Dwarmin

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Re: Chuck Norris Mod
« Reply #21 on: June 08, 2008, 06:37:00 am »

Helmaroc-well i didnt get any crashes wiht it lol-but it was fun sending squishy elves to be roundhoused into oblivion.
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Dwarmin's fell gaze has fallen upon you. Sadly, Your life and your quest end here, at this sig.

"The hats never coming off."

Kilowatt

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Re: Chuck Norris Mod
« Reply #22 on: June 08, 2008, 10:36:00 am »

[MATERIAL:METAL:ADAMANTINE]

Enough said.

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Deon

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Re: Chuck Norris Mod
« Reply #23 on: June 08, 2008, 01:03:00 pm »

[MATERIAL:UNKNOWN:CHUCK NORRIS]
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Ramirez

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Re: Chuck Norris Mod
« Reply #24 on: June 08, 2008, 03:01:00 pm »

Should have a modvalue multiplier like other megabeasts. Im pretty sure any trader would pay a lot for a totem made from Chuck Norris' skull.

And even though its a megabeast, doesnt it need a biome still? The rest have it set to "ANY_LAND".

If you dont want them to be immortal you can allow females to exist and set their name to something different (although you will have to find a woman who is an equal of Chuck Norris)

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JT

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Re: Chuck Norris Mod
« Reply #25 on: June 08, 2008, 03:46:00 pm »

Chuck Norris needs no equal.  Any woman is his love slave, unconditionally.
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"The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, 'You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.'" --George Carlin

umiman

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Re: Chuck Norris Mod
« Reply #26 on: June 08, 2008, 04:26:00 pm »

If you're going for the "Chuck Norris" can't be killed by anything da dee da dee da then you're going to want to increase his survivability by... I dunno... 500x? Because right now, any half decent adventurer can send this guy packing and your marginally equipped dwarves back home can turn him into paste.

Make him size:500 or something. damblock:100000.

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