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Author Topic: Quote your first-ever post on this forum.  (Read 11011 times)

forsaken1111

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Quote your first-ever post on this forum.
« on: June 08, 2012, 10:06:12 am »

Simple. Quote the first post you ever made on this forum, no matter how silly or dumb or embarrassing or awesome.

I'll start.

Even better would be a drawbridge that covers the square they land in which is somehow triggered when they land, so it would send them flying into the butcher's shop.  ;D

-WHAM!-click-Woosh-SPLAT!- "Dinner!"

Was talking about an auto-butchering system I believe.

You can find your first post by going to your profile, clicking show posts, going to the very last page and quoting the very last post on the list.
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MonkeyHead

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Re: Quote your first-ever post on this forum.
« Reply #1 on: June 08, 2012, 10:12:26 am »

Along with the almost infinte potential for complexity and depth, the sense of humor that the game has makes me love it. For example, one of my dorfs making "Moistnesslove" the copper anvil as a result of a strange mood, complete with engravings of tentacle demons, on Valentines Day. Wish I had taken a screeny of that one.

A thread discussing what people liked about DF. Not bad for a first post.

ChairmanPoo

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Re: Quote your first-ever post on this forum.
« Reply #2 on: June 08, 2012, 10:13:36 am »

Volcanos don´t explode, AFAIK. I tried hardening the top of one by pumping water from açuifers, and it didnt work.


They should, BTW. Like, make the gradual magma increase that is existant now (now volcanos renew magma, right??) and make it overflow and go off-map by the side, in normal circumstances. If you block the normal flowing channels, then it can burn other map areas through overflow. And if the volcano exit is blocked, then some kind of massive cavein should be generated...

Four years... wow....
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Trapezohedron

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Re: Quote your first-ever post on this forum.
« Reply #3 on: June 08, 2012, 10:15:40 am »

I'd think you'd define it as any other body part. When you assign an attack using that body part, add [ATTACK_FLAG_EDGE] to the attack.
What Kweri said, although to make it more effective, you might need to alter the related bodyparts' relsize.
Also, to add variety to the stab and slash attack, you might as well add the [ATTACK_FLAG_CANLATCH] tag
to the stab attack, so that the creature's arms get stuck.

Finally, stab and slash attacks work better if their tissues are structural, in short, you might want to make a separate "blade" tissue using (possibly strengthened) bone as a material, like this:

[TISSUE:BLADE]
      [TISSUE_NAME:bone:bone]
      [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BONE]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:3]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ARMS_BLADE:BLADE]

Of course, ARMS_BLADE stands for the necromorph's blade arms and blade is the tissue itself.
That is all for now.

My first post was in the modding forum, with Necro911 asking how to make necromorph blades for his probably-defunct Dead Space mod.

Oh, and looking back, I think I posted longer posts, compared to now.
« Last Edit: June 08, 2012, 10:18:07 am by New Guy »
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RedKing

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Re: Quote your first-ever post on this forum.
« Reply #4 on: June 08, 2012, 10:25:46 am »

Really belongs in Forum Games. But I'll bite:

Quote
It would be interesting if you tie specific tokens to bodyparts. For instance, [FLIER] to wings. Lose the wings, no more flying. Or [MILKABLE] to an udder (or whatever gland purring maggots have). Or [AMPHIBIOUS] to gills or similar.

Another thought (although probably difficult to implement) would be to implement age-based tokens. Particularly, I was thinking of the silk and leather tokens. I love the idea that while giant cave spider silk is generally pretty flammable, you could have the silk of a really, really ancient giant cave spider be as tough as steel, enabling you to weave a lovely magmaproof silk shirt. (Note: magmaproofing does not extend to wearer). Or using giant scorpion tails to build poisoned ballista bolts. Tie all this to the Animal Dissector skill, and you suddenly make a very rare and mostly useless job into the most popular dwarf in town.

Couldn't do a direct link to the quote because the topic is locked, but it was 21 Nov 2008.

And if I'm reading my post listing correctly, I didn't make any posts in GD until March 2010. I was just an occasional poster in the upper boards for 1.5 years before that.
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forsaken1111

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Re: Quote your first-ever post on this forum.
« Reply #5 on: June 08, 2012, 10:27:01 am »

Its always interesting to look back at what you used to post. I was a lot different 4 years ago.

Really belongs in Forum Games. But I'll bite:
I wasn't sure where to put it. Its not really a 'game' is it? I dunno. I'll ask to have it moved if people feel that way.
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ed boy

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Re: Quote your first-ever post on this forum.
« Reply #6 on: June 08, 2012, 10:27:24 am »

Mine was about some of my first forts, and what was possible.

I've decided that my latest fort will involve a huge animal industry, so I have a couple of questions that my wiki-browsing and forum-lurking couldn't answer.

(1)Suppose I have a channel with a restraint in it. If I stick a fish in the restraint and fill it with water, will the fish be able to attack creatures standing next to the channel (I would add the no-breathe tag temporarily)?
(2)If I instead designate it as a pond and chuck in some fish, will they be able to attack?
(3)If I attatch a flying creature to the restraint, will it be able to fly up out of the channel to attack? If I attatch it to a ledge above a path, will it be able to attack creatues on the path?
(4)Can creatures on restraints attack squares within two squares of the restraints?
(5)I have added the [trainable],[can_learn],[child] and [pet] to just about every creature in the game (except dwarves) that didn't have them. will this have any bad effects?
(6)If I tame animals and they have offspring, will the offspring need to be tamed again?
(7)If I tame a dragon and add it to my hall of monsters, will it (a) breathe fire and (b) damage other monsters with its fire?
(8)If I breed a few megabeasts and abandon my fortress, will they be killed off or will they become part of the world history?
(9)If they are killed off on abandon, is there any way to safely release them into the wild?
(10)Is there any way to make thieves catchable in my cage traps?
(11)I'm planning to have two paths into my fort - one filled with cage traps the other filled with beasties. I plan to use a drawbridge to reveal/block the path into my cage traps so only one way is available at any given time. Would there be any problems with this?
(12)What animals precisely could I put into my menagerie? I fiddled with the raws so I have access to anything requestable from the elves.
(13)I cannot request some animals from the elves (such as giant cave spiders). Is there any way to make these requestable?
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Skyrunner

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Re: Quote your first-ever post on this forum.
« Reply #7 on: June 08, 2012, 10:35:57 am »

Oooh! I wish I could take a turn, but the fortress's save looks so complicated @_@

Deathgate. :P

Shortly after (maybe 10 posts? 20?) I migrated into Forum Games.
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Dutchling

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Re: Quote your first-ever post on this forum.
« Reply #8 on: June 08, 2012, 10:38:56 am »

What's going on in my fort?
Well, my dwarfs are all succumbing to infections and I have no idea how to cure them or how they get them in the frst place.  Well maybe the gorilla's caused them, which brings me to the 2nd thing going on in my fortress: Dwarfs bringing cages to the trade depot, but the do NOT take the gorilla's with them.... it took my military (totally inexperienced) to kill it, but the managed to do so because the gorilla didn't fight back (the battle reports were like 20 pages per gorilla...)

stupid dwarfs...

It seems like I had trouble with infections, gorillas and spelling.
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Askot Bokbondeler

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Re: Quote your first-ever post on this forum.
« Reply #9 on: June 08, 2012, 10:39:09 am »

i instaled ubuntu using wubi(mentioned some pages before, in this thread), after some time marveling with my first free os i downloaded the linux version of 40d14, unpacked it and tried to run it using the "df" file and not the dwarfort.exe, it then told me it was an executable text file and asked me if i wanted to run it, i did. I pressed run and nothing happened. i double clicked the df again, and pressed run in terminal, still, no signal of dwarven life, or any kind of life at all. I then executed the same routine and when prompted if i wanted to run the script i said that no, i didn't, when in fact i did, but i knew already that it wouldn't be that easy, and instead i polittelly asked the computer to "display" the script to me, just for fun, i have absoluctelly no knowledge of scripties and thinghies...

it is amusing to watch the script, it is similar to ascii games, anyway, graphically, and the last line is very funny with the "Go, go, go! :)" and all, but i still want to try 40d14 with the extras for geeks

i fear that my problems relate more to ubuntu and my lack of experience with it than to any bug of df's 40d14th version, and aware of it i'm going to press "post" anyway, tough i apologise for any offtopicness

it's been what, 50 years now?

Dutchling

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Re: Quote your first-ever post on this forum.
« Reply #10 on: June 08, 2012, 10:40:37 am »

Quote
24-08-2009, 17:07:45

>.>
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freeformschooler

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Re: Quote your first-ever post on this forum.
« Reply #11 on: June 08, 2012, 10:44:26 am »

Quote
Hi, I'm new to the forum but not to the game blah blah yada yada NOW FOR THE QUESTION

Over time, I've seen many references on this very forum to various mods enabling you to create a civilization or fortress out of a race other than dwarves. Is this true, or have I misheard? Vanilla is fun, but it would be ridiculously fun to play as other races outside of adventure mode. So far all of the mods I've seen just add new content to the game like creatures, materials, some extended functionality etc. but I have not been able to locate a mod that allows a player to create a civilization using a race other than dwarves.

Thanks in advance!

This is the post that would ultimately lead me to modding the random demons as playable creatures in adventure mode and discovering that certain slots for the randomly generated creatures were always humanoid.  :o
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Skyrunner

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Re: Quote your first-ever post on this forum.
« Reply #12 on: June 08, 2012, 10:45:13 am »

The freeform legend starts.
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GlyphGryph

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Re: Quote your first-ever post on this forum.
« Reply #13 on: June 08, 2012, 10:45:24 am »

It's a bit odd that buckets are a)only used for water and b)made out of wood, since historically buckets used for water were made out of leather rather than wood. (or some sort of pottery)

So I think we should be able to make leather buckets.

Not a HUGE suggestion, maybe, but with all the technical and historical accuracy present, it seems like a nice little thing to be added.

Such a perverse mind. It would figure that my first post was all about buckets and leather.
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Levi

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Re: Quote your first-ever post on this forum.
« Reply #14 on: June 08, 2012, 10:53:21 am »

Kind of boring.  Not surprisingly its about DF.

Quote
Hello DF forums!

I was thinking of starting up a mostly above-surface desert fortress, but would like access to a river(underground or on the surface, doesn't matter) and magma.  I've played a fair bit of DF, but have pretty much 0 experience with the world gen bits.(I usually just keep hitting okay until I can embark).  Does anyone have advice for making/finding a desert with river+magma?

And as a side question, I've also got very little experience in embarking in hot (or cold) climates.  Is there anything special I should know about hot climates?  Will Urist McFarmer suddenly have his beard catch fire if he spends to much time outside?

----------------
[edit]
Found this http://www.bay12games.com/forum/index.php?topic=20638.15 thread which had exactly what I wanted. :)
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