Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 9 10 [11] 12 13 ... 22

Author Topic: First thoughts.  (Read 88801 times)

Agent_86

  • Bay Watcher
    • View Profile
Re: First thoughts.
« Reply #150 on: February 14, 2012, 01:06:28 pm »

After reading through the entire thread and seeing all the talk about giant mosquitos...

9001 internets to the first person to mod in dwarven malaria.
Logged
When something isn't quite dorfy enough, just add magma.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: First thoughts.
« Reply #151 on: February 14, 2012, 01:06:53 pm »

I got red acid ooze that causes bruising and unconciousness.

Wow, hope it doesn't rain during a siege.  You might be screwed if all of your soldiers drop unconscious at inopportune moments and get cheap shotted in the head.

Does armor or clothing protect against the noxious rain?

I suppose it works both ways though.  If it's raining, put the marksdwarves in fortified positions with a roof.  Let the rain knock out the goblins and cheap shot them instead.
Logged
Through pain, I find wisdom.

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: First thoughts.
« Reply #152 on: February 14, 2012, 01:12:06 pm »


Wow, hope it doesn't rain during a siege.  You might be screwed if all of your soldiers drop unconscious at inopportune moments and get cheap shotted in the head.

Does armor or clothing protect against the noxious rain?

I suppose it works both ways though.  If it's raining, put the marksdwarves in fortified positions with a roof.  Let the rain knock out the goblins and cheap shot them instead.
It got worse. It keeps alternating between rain that bruises your skin, rain that knocks you out, and rain that makes you vomit. Nothing is protecting them, they just keep passing out, waking up covered in bruises, and staggering around vomitting long enough to pass out again. My big worry was zombies so I brought a dog army to take care of buisness while the fort got started, all they do is vomit all over everything and pass out. My fortress is an unfinished hole in the ground surrounded by the unconscious, dog-vomit covered bodies of seven dwarves, and all of our equipment is slathered in a thick sheen of dog vomit and evil sky poison! I love you DF:VD!

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: First thoughts.
« Reply #153 on: February 14, 2012, 01:29:03 pm »

Armok help us... what epic tales will come of this version to rival Boatmurdered and Battlefailed?

That's pretty hilarious actually.  Priority #1 is getting dwarves inside and underground in evil regions.  Even more so than before!  I guess you may not even have to worry about goblins (small comfort) since they'll flop over like the dwarves and get eaten by zombies before they wake up.

Does evil rain leave behind contaminants?
Logged
Through pain, I find wisdom.

Andal

  • Bay Watcher
  • Warning! Fourth wall breached!
    • View Profile
Re: First thoughts.
« Reply #154 on: February 14, 2012, 01:31:45 pm »

First world I generate is infested with zombie rocs.

I think I'm in love.
Logged
When I was reorganizing my inventory to fit all by books on life and death into various bags and things, I looked at my inventory and saw that I was multigrasping a necromancer slab.  It was pretty hilarious.
I think that would be an excellent way to impart the critical lessons of life and death to the ignorant masses.

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: First thoughts.
« Reply #155 on: February 14, 2012, 01:35:26 pm »

Yes, evil rain does leave behind contaminants. At least for elf blood. Half of my map is covered by "a pool of elf blood"



Also, trees (the three-dot red spirites) covered in elf blood. The irony is truly biting.

And yes, that's Mayday's tileset for v0.31.25 converted to DF 0.34.01. I just did something wrong because some spirites are messed up, aka the mineral or vase icon for trees and the bat icon for minerals. I fixed that back then in DF 0.31.25 but don't remember how to do it.

Plasson

  • Bay Watcher
    • View Profile
Re: First thoughts.
« Reply #156 on: February 14, 2012, 01:36:03 pm »

just recieved my 4th immigrant wave on my first embark.  third one bumped me from 17 to 49,  highest I think I've seen (32)  the last one was more to the norm and I'm now at 62

But whats up with all the children!?  I'm now counting 19 kids, and only one was born in the fort.  everyone seem to have kids, and building an army out of the few better choices is hard, if you like to avoid servicemen without kids (tantrums etc etc)
Logged

Robsoie

  • Bay Watcher
  • Urist McAngry
    • View Profile
Re: First thoughts.
« Reply #157 on: February 14, 2012, 01:37:11 pm »

I really was surprised to see in my embark near a river a nice road and a bridge already there.
So far i embarked cowardly in a not too harsh environment, but still there are some really nice touches here and there (there's a hippo near the bridge) that will surely give my dwarven settlement a hard time.
Logged

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: First thoughts.
« Reply #158 on: February 14, 2012, 01:38:48 pm »

Armok help us... what epic tales will come of this version to rival Boatmurdered and Battlefailed?

That's pretty hilarious actually.  Priority #1 is getting dwarves inside and underground in evil regions.  Even more so than before!  I guess you may not even have to worry about goblins (small comfort) since they'll flop over like the dwarves and get eaten by zombies before they wake up.

Does evil rain leave behind contaminants?
Oh yes, my entire map is totally covered in this horrible sludge, and what's worse is that the rain is now causing blindness. My metalsmith was attacked by three harpys which immediately knocked his teeth out and bit him in the hand only to be caught in the rain and collapse in blind, unconcious, vomitting heaps. The metalsmith calmly walked away and grabbed drink presumably while chuckling "Yeah it does that at first".

Agent_86

  • Bay Watcher
    • View Profile
Re: First thoughts.
« Reply #159 on: February 14, 2012, 01:40:04 pm »

But whats up with all the children!?  I'm now counting 19 kids, and only one was born in the fort.  everyone seem to have kids, and building an army out of the few better choices is hard, if you like to avoid servicemen without kids (tantrums etc etc)
I can only assume that this is a side-effect of historical figures coming to forts - parents are coming with their children.
Logged
When something isn't quite dorfy enough, just add magma.

Terv

  • Bay Watcher
    • View Profile
Re: First thoughts.
« Reply #160 on: February 14, 2012, 01:40:39 pm »

How are the caverns in this release?
Logged

Shook

  • Bay Watcher
  • ◦ ◡ ◦
    • View Profile
    • DeviantArt page
Re: First thoughts.
« Reply #161 on: February 14, 2012, 01:42:00 pm »

Oh man, and i thought my brown "heinous ichor" was bad. I guess it isn't, worst i've seen is a tad of blood from my dorfs, along with a bad thought. But on the other hand, in a fortress called "Brownpants" it is a most displeasing color, because it looks like the gods shat all over the embark in the most literal sense. I've also met zombie gorillas, and trapped a couple of zombie animals in a pit. It is funny. c:
Logged
Twitter i guess
also deviantART page
Quote from: Girlinhat
It may be worthwhile to have the babies fall into ring of fortifications or windows, to prevent anyone from catching and saving them.
Quote
[01:27] <Octomobile> MMM THATS GOOD FIST BUTTER

Plasson

  • Bay Watcher
    • View Profile
Re: First thoughts.
« Reply #162 on: February 14, 2012, 01:42:50 pm »

But whats up with all the children!?  I'm now counting 19 kids, and only one was born in the fort.  everyone seem to have kids, and building an army out of the few better choices is hard, if you like to avoid servicemen without kids (tantrums etc etc)
I can only assume that this is a side-effect of historical figures coming to forts - parents are coming with their children.

well I'm glad they don't bring everyone of them.  I know I had one with 6 kids,  and just randomly checked on of the newly arrived..


15 .....!   kids.  I think Toady have spiked the dwarven alcohol supplies with Viagra..
Logged

Wannazzaki

  • Bay Watcher
  • [PRONE_TO_RAGE:9001][TOO_HAIRY][ADAMANTINE BEARD]
    • View Profile
Re: First thoughts.
« Reply #163 on: February 14, 2012, 01:43:23 pm »

But whats up with all the children!?  I'm now counting 19 kids, and only one was born in the fort.  everyone seem to have kids, and building an army out of the few better choices is hard, if you like to avoid servicemen without kids (tantrums etc etc)
I can only assume that this is a side-effect of historical figures coming to forts - parents are coming with their children.

well I'm glad they don't bring everyone of them.  I know I had one with 6 kids,  and just randomly checked on of the newly arrived..


15 .....!   kids.  I think Toady have spiked the dwarven alcohol supplies with Viagra..

Just waiting for the zombie baby swarms...
Logged
Son of Slaanesh, full of desire, He does cocaine and his head's on fire! DOOOOOOOOOOOOOM Rider! Doom rider! Na na, na na!

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: First thoughts.
« Reply #164 on: February 14, 2012, 01:44:24 pm »

Yes, evil rain does leave behind contaminants. At least for elf blood. Half of my map is covered by "a pool of elf blood"

Interesting, I wonder how this affects FPS...

Of course, in the short term it doesn't matter, because the Fun levels just went through the roof.  Although Toady said that there was a limit on how bad the rain can get.  I suppose unless it's buggy you won't have things dropping dead of asphyxiation or rotting nervous systems.  Although that could probably be modded in...
Logged
Through pain, I find wisdom.
Pages: 1 ... 9 10 [11] 12 13 ... 22