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Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: Insanegame27 on September 19, 2014, 03:34:36 am

Title: Tactics
Post by: Insanegame27 on September 19, 2014, 03:34:36 am
How do you fight an enemy?
stats at start
Average survival time
usual death cause
Title: Re: Tactics
Post by: StagnantSoul on September 19, 2014, 03:56:15 am
I normally die to numbers. I get novice in reader and swimmer, adequate dodger, skilled armour user, and pump the rest equally into the sword and hammer skills, then duel-wield an iron sword with either an iron pick or war hammer. I set one accurate bash/pick stab to the head, then a fast slash at whatever is the easiest hit. If the stab/bash doesn't kill, then I'll just slowly rip apart my enemy. If I'm fighting multiple opponents, I'll attack whoever's about to attack me, and whoever's targeting an ally, if no one's doing that, whoever just attacked me. I generally keep bronze and iron knives and spears in my bag for throwing before close combat. If there's space and time available, I'll jump back and put a 1X3 wall of campfires between me and the enemy, throwing anything I can until they're in striking distance. If an ally is down, I'll use a jump to get to them and kill whoever's attacking them, then kind of stay near them to defend them. Since I'm normally reliant on disabling an enemy fast, and using my companions as a shield, high numbers of enemies, like a giant dingo pack, are normally what end me. An eight year old dragon did me in one time when I had no shield.
Title: Re: Tactics
Post by: Insanegame27 on September 19, 2014, 07:13:38 am
I usually put about proficient into a weapon, proficient in shield, novice reader, proficient armour, and the the rest into throwing. then i find some poor animal and start grappling it.
I usually go with a sword (good for chopping off limbs) or a mace (preferred to hammers)
If using sword: either go for a straight-up beheading, or disable their weapon hand and fend them off until blood loss finishes them
if using mace: I go for breaking the easiest bones i can, then destroying their head.
if facing a dangerous enemy, i will usually (q) then wrestle their weapon off them, then "give it back" by throwing it

I usually live for about 2-3 days, although I had one go for several months (game time)
i only live such a short life because of me wanting to become a necro
when i die otherwise its because i underestimate the size of the thing i train wrestling on. that coyote was bigger than i thought
Title: Re: Tactics
Post by: Shizmoo on September 19, 2014, 11:33:47 am
I always start as a peasant:

Novice reader (for necromancy books)
Novice "axe or sword or whatever"
Novice observer (To anticapate and block/dodge attacks
Novice swimmer (So many rivers)
Novice armor (Start with armor and reduce speed penalty
Novice Shield (Important to block dragon fire)

usually die from someone with a whip chipping a bone or just one-shotting me

Anyone know a good way to get behind someone and attacking them? How do you even tell when they dont have an orientation arrow pointing where they are facing?
Title: Re: Tactics
Post by: Sutremaine on September 19, 2014, 01:36:21 pm
I don't bother starting with any weapon skill. I like to put the majority of my points into Dodge, Shield User, and Armour User. The reason I generally don't bother with weapon skill is because Adventure mode has such a variety of weapons that you might quickly find a weapon that's much better than what you started with but of a completely different type.

Movement speed is also nice to have, for positioning and overland travel. My current dwarf is dressed in full iron and carrying a golf bag of weaponry, but can still summon up the 3.x speed needed for a full-length jump.

Anyone know a good way to get behind someone and attacking them? How do you even tell when they dont have an orientation arrow pointing where they are facing?
Go into stealth and see where they're looking. Drop back out of stealth immediately if you want your full speed. If they're moving in a certain direction, then they'll be looking in that direction.
Title: Re: Tactics
Post by: Saiko Kila on September 19, 2014, 02:39:43 pm
Movement speed is also nice to have, for positioning and overland travel. My current dwarf is dressed in full iron and carrying a golf bag of weaponry, but can still summon up the 3.x speed needed for a full-length jump.

What attributes do you alter to get such high speed from the start?
Title: Re: Tactics
Post by: Wilfred of Ivanhoe on September 19, 2014, 11:32:34 pm
As of late, I've been using peasant builds. It's more or less futile to try and diversify your points as a peasant, so I just pump it all into the axe-wielding stat.

Since I almost always get hit by any attack due to no points in dodging, my strategy is usually to close the distance between me and my enemy and hack at the limbs of my enemy quickly, so as to hopefully sever a nerve in either arm, causing the shield to drop (reducing likelihood of failed attacks) or the weapon to drop (reducing enemy lethality), or sever a nerve in one of the legs, causing the opponent to fall to the ground and giving me a speed advantage. I prefer a quick, "easy" strike that "doesn't quite connect" to a "tricky" strike to avoid the risk of crippling counter strikes.

I rarely survive the first fight I get into, but when I do, I take the armor and my lack of dodge skill becomes negligible. 2-3 days is the average survival time. Typically I rarely survive encounters against professional men-at-arms or bandits and I never win early on against someone with armor or a night creature.
Title: Re: Tactics
Post by: Sutremaine on September 20, 2014, 01:36:15 am
Movement speed is also nice to have, for positioning and overland travel. My current dwarf is dressed in full iron and carrying a golf bag of weaponry, but can still summon up the 3.x speed needed for a full-length jump.

What attributes do you alter to get such high speed from the start?
You can't get that high right from the start. What I did was start with High Strength and Superior Agility, and then worked my stats. Sneaking raises Agility, so you just sneak everywhere for a while. Sprint as much as your body can handle, as well -- even with an elf, you can build enough Endurance to be able to Run 100% of the time.
Title: Re: Tactics
Post by: itg on September 20, 2014, 03:53:05 am
I always dump the useless stats like disease resistance and recuperation, then put most of my attribute points into strength and agility, maybe a little into endurance. As for skills, I put a point into reader and swimmer, then put most of the rest into dodge, shield user, and armor user.

Once I start, I usually wrestle animals until I hit legendary, which doesn't take long. I wrestle large animals like rhinoceroses when I can find them, so it doesn't feel as exploity. I sneak everywhere, too, since that's a very important skill.

As for combat tactics, against humanoids, I like to start by performing a joint lock on the enemy's weapon arm, then I break that arm to make them drop their weapon. For more dangerous creatures, I like to hit one of the legs or feet first, so I can run away if necessary. If you've got a speed advantage, keeping your distance and throwing things is a safe way to weaken the enemy.
Title: Re: Tactics
Post by: Sutremaine on September 20, 2014, 07:26:56 am
As for combat tactics, against humanoids, I like to start by performing a joint lock on the enemy's weapon arm, then I break that arm to make them drop their weapon.
I prefer grabbing the offending weapon and shield right off them. They can still use that hand for punching and grabbing, but those are much better attacks for me than a bite.

I wonder if Superior Recuperation would make a diffence in an adventurer's time scale? It seems the kind of stat where 'normal' doesn't make a difference, so you might as well drop it down to 'very poor' and snag a few points.
Title: Re: Tactics
Post by: itg on September 20, 2014, 07:58:50 am
I wonder if Superior Recuperation would make a diffence in an adventurer's time scale? It seems the kind of stat where 'normal' doesn't make a difference, so you might as well drop it down to 'very poor' and snag a few points.

That's what I do. You'd have to be doing a hardcore no-fast-travel run for recuperation to make a difference, I think. I don't know offhand how long it takes for a wound to heal, but I imagine it's on the order of days, not hours.
Title: Re: Tactics
Post by: MODcrazy on September 20, 2014, 09:16:11 am
I try to make them eiter unconscious first or behead or destroy their brain right at the beginning.
That means, I mostly target head and neck.
I prefer halberds and great axes by the way, though those are heavily modded in my heavily modded mod. (So with different stats than vanillia)
stats:
Demigod with:
high strength
superior agility
high endurance
lowered recuperation + musicality + patience + creativity + analytical ability for little points
above averange willpower
above averange spathial sense
superior kinesthetic sense
above averange empathy
rest untouched
skill(displayed number, cannot remember names):
axeman: 11
fighter: 11
dodger: 11
reader: 6
swimmer: 7
observer: 6
climber: 6
survival:
If I really try i survive about 3 weeks if I am a coward or 3 days if I bravely enter danger, but usually I die earlier due to the
death cause:
jumping from trees out of boredom.
Title: Re: Tactics
Post by: Sutremaine on September 20, 2014, 06:59:25 pm
Here's something fun I just found out:

Spoiler (click to show/hide)

The three of them were bunched together on one tile nursing broken feet, so I decided to jump into them (I don't know why, it's not like they were going to stand up anyway). One died immediately from a skidded head, and further jump attempts yielded the results here.

The two of them bounced off the ground five more times between them before landing, but nothing was fatal. Oh well, time to do the Mario some more.
Title: Re: Tactics
Post by: Quartz_Mace on September 21, 2014, 02:18:35 pm
I generally start using a sword and shield, but I occasionally use other weapons, such as a spear or hammer. I prefer the sword because it can slash, stab, and blunt (to some degree). I always start with some unarmed weapon skill and decent dodging in case I'm disarmed. I usually sneak up behind an enemy, stab them in either the upper or lower body (upper is preferable because it contains heart and lungs), then stab them another time, attempt a dismemberment, dodge away and jump into them, sending them flying! If they give in to pain, I generally strangle them. If disarmed, I like to start with punches and biting, escalating to kicking once I've wounded them. If they pass out, I gather my gear if possible, or wrestle them to death if not. With a real adventurer, I generally last a couple of days, but if I do something stupid I often don't make it past day one. Don't mess with undead. Ever.
Title: Re: Tactics
Post by: Saiko Kila on September 22, 2014, 04:27:18 pm
Movement speed is also nice to have, for positioning and overland travel. My current dwarf is dressed in full iron and carrying a golf bag of weaponry, but can still summon up the 3.x speed needed for a full-length jump.

What attributes do you alter to get such high speed from the start?
You can't get that high right from the start. What I did was start with High Strength and Superior Agility, and then worked my stats. Sneaking raises Agility, so you just sneak everywhere for a while. Sprint as much as your body can handle, as well -- even with an elf, you can build enough Endurance to be able to Run 100% of the time.

Ah, I was worried my dwarf was crippled, because he can't really carry too much without speed dropping to about 0.5 (maybe I should have started with demigod, but even above average strength and agility isn't enough, so doubt it would help). But if sneaking and sprinting can increase abilities related to speed then he should be OK after some time.
Title: Re: Tactics
Post by: Putnam on September 24, 2014, 05:08:11 am
Observer, wrestler or shield and weapons skills are currently the most important for combat by far. If you don't have a shield, you can stop enemy attacks as they do them by wrestling the part that's initiating the attack.
Title: Re: Tactics
Post by: smjjames on September 24, 2014, 10:00:35 am
Edit: oop, wrong thread.
Title: Re: Tactics
Post by: Valtam on September 27, 2014, 03:02:23 pm
How do you fight an enemy?
stats at start
Average survival time
usual death cause

Well, these are some of my tips and tricks:

Foreword: DF adventures are nasty and unforgiving in many levels and they currently rely a lot on fighting and braving your path across sites of interest, so I personally recommend grinding if you want to be a murderer, or avoid conflict as much as possible.

1. You can start as a peasant and invest your preciously scarce points on endurance, willpower and dodging. Everything else will come in its due time.

2. Search for a full set of leather armor if you start at a Hamlet or Hillock, and if you feel you've done enough of #3, set going to a bigger hub (Town, Fortress) as your first ingame goal; unless you start as an elf, then get some equipment ASAP in any non-elven site. As soon as you reach a town, search for adequate metal weapons and armor at the keep. Avoid copper as the plague, it's cumbersome as hell and you might not benefit that much from the sheer blunt force that adds to hammers and related weapons. When in generated dwarven fortresses, you might have to personally trade with a soldier, exchanging 'stolen' leather clothing for their metal weapons and armor.

3. Crossfit a while with small, non-butcherable animals (wrestling them with both hands and skip frames. Bruises are expected). In 2 calendar days or less you'll be stronger and healthier than a Demigod, and rarely you'll need more than that. There's also the throwing grind, which will help you gaining some spatial awareness and a few other traits, but 0.40.xx combat is now meaty on its own, so you just might have few troubles just relying with melee.

4. Reputation is now hard to earn, so try to find good companions and take care of them. That means waiting during an hour for them (press Z+w) after you cross a river, unless they're good swimmers; also try to keep them from being overwhelmed by enemies and outfit them with proper metal equipment. Boogeymen are now a royal pain in the ass, and possibly your only cause of death after all this will be thanks to them, so your companions' well being is crucial.

5. Sneak as much as you can, the skill itself raises slowly and it apparently does nothing for your stats, but it might help you in the long run. Being a legendary ambusher inside a dungeon, keep or somewhere darker and deeper does a lot for your survival.

6. Plan your travels accordingly, pay attention to the relative time/distance assumptions people make when you ask for a place ("it's a short walk to the east, it's a day travel to the sout, etc), and use that as a guide to get anywhere else. Use your waterskin only when you're crossing a desert or inside a huge cave, and while being anywhere else, only drink water from rivers and wells. Don't burden yourself with excess meat, you're not likely to consume it all in a lifetime, but always carry 5 or so food items.

7. Fingers, toes and small parts are easier to break, and thus easier to inflict severe shock or unconsciousness on humanoid foes. Hitting legs also works when fighting against large numbers, inmobilizing a few while killing the most dangerous ones. If things err on the awful side, try to dodge and run as much as possible. That way, there might be another day to fight back.
Title: Re: Tactics
Post by: Sutremaine on September 27, 2014, 06:25:22 pm
4. Reputation is now hard to earn, so try to find good companions and take care of them. That means waiting during an hour for them (press Z+w) after you cross a river, unless they're good swimmers;
You don't need to do that. Get away from the river just enough to fast travel, and they should follow you. You can move one tile and then drop back into the close-up map if you want to see if it's been successful.
Title: Re: Tactics
Post by: Bloax on September 27, 2014, 07:04:48 pm
-- The Ultimate Scrublord --

(https://dl.dropbox.com/s/ztnlivyieihfyzn/df_scrublord.png)
Basically full combat loadout.

What to do at start:
Find armor/shield(s) (raid some human keeps)
Wear armor (raid human keep bags/chests until you're fully covered in high quality iron/bronze gear)
Find some group of small animals (birds work wonderfully if you're an elf, although good luck getting armor), or a lonely horseshoe crab on the beach if you want to play it safe and want to wait extra long)
A+a+b+Enter+Enter+Enter (wrestle-grab a 1/2-3 of them)
Press CTRL-R
Mash . about 15 times
Press CTRL-S
"Wait"
CTRL-L+Enter
Mash CTRL-P for a while
???
Suddenly your Fighter/Armor user/Dodger skills have skyrocketed, and so has your strength/agility/endurance/toughness/willpower/focus/kinesthetic-/spatial sense.
Put on shield
repeat CTRL-P mashing

Suddenly you are completely ready to mess around in this buggy game where everything was inevitable and where there is no meaning to anything.

if there is meaning to the world then distribute some of the weapon/climber points into fighter/dodger/armour-/shield user, otherwise just leave them for additional stat gains from macro-grinding

do what you want cause a scrublord is free
you are a scrublord

estimated lifetime: until you get your head bashed in due to getting an arrow to the knee and blacking out due to vanilla being unbalanced as sin or dying to getting your head bashed in while you sleep
Title: Re: Tactics
Post by: StagnantSoul on September 27, 2014, 07:07:21 pm
Unless you're using a modded creature, or using candy equipment from a fortress, NEVER lower social awareness. In fact, it should be superior if you want to make it far.
Title: Re: Tactics
Post by: Bloax on September 27, 2014, 07:11:29 pm
When you have legendary+x armour user/dodger/shield user/fighter and high weapon skills, you hardly need anything more than your trusty self.
Sleep is of course always a problem, but you can always grab a meatbag or two along with you even at minimum social stats.
Title: Re: Tactics
Post by: StagnantSoul on September 27, 2014, 07:29:51 pm
It doesn't matter how good of a weapon user, dodger, shield, and armor user, groups of crossbowmen and bowmen will put you down easily. This is what I mostly use companions for. Plus, when I have twenty plus enemies on me, I know something bad's going to happen.
Title: Re: Tactics
Post by: Bloax on September 27, 2014, 08:05:52 pm
You are really underestimating just how damn overpowered legendary+x armor-/dodger/shield user is along with really high stats.
If you want an example then test it out in the arena by first following the scrublord scheme and then pitting the legendary-in-all-defensive-skills scrublord against 10+ grand master archers.
they'll all be dead
Title: Re: Tactics
Post by: StagnantSoul on September 27, 2014, 08:11:46 pm
I used lua, or something, I have a lot of third party things, to get my adventurer to be legendary in all defensive skills right out from the beginning. Cut down a lord who annoyed me. The quartet of crossbowmen nearby shot me dead in two turns, despite the full masterwork iron coverage I had on and my legendary skills. You seem to forget how op ranged combat is.
Title: Re: Tactics
Post by: Valtam on September 27, 2014, 08:45:15 pm
I used lua, or something, I have a lot of third party things, to get my adventurer to be legendary in all defensive skills right out from the beginning. Cut down a lord who annoyed me. The quartet of crossbowmen nearby shot me dead in two turns, despite the full masterwork iron coverage I had on and my legendary skills. You seem to forget how op ranged combat is.

I understand that, currently, iron is rather useless against arrows of any kind, and you're better off with steel and higher stuff. Maybe you would like to repeat your test using gear made of that material.
Title: Re: Tactics
Post by: Sowelu on September 27, 2014, 08:59:18 pm
I'm pretty new at adventuring, but I'm having better luck cutting necks than cutting heads.  It seems trivial to slash someone's neck and send it flying with a sword, even when they have a helmet that makes doing it to their head much harder.
Title: Re: Tactics
Post by: IndigoFenix on September 28, 2014, 04:28:18 am
Here's something fun I just found out:

Spoiler (click to show/hide)

The three of them were bunched together on one tile nursing broken feet, so I decided to jump into them (I don't know why, it's not like they were going to stand up anyway). One died immediately from a skidded head, and further jump attempts yielded the results here.

The two of them bounced off the ground five more times between them before landing, but nothing was fatal. Oh well, time to do the Mario some more.
Against certain enemies, stunning them so they won't dodge and then jumping into them can be extremely effective.  Even moreso if there is a handy cliff to bump them off.
Title: Re: Tactics
Post by: Saiko Kila on September 28, 2014, 06:42:05 am
6. Plan your travels accordingly, pay attention to the relative time/distance assumptions people make when you ask for a place ("it's a short walk to the east, it's a day travel to the sout, etc), and use that as a guide to get anywhere else. Use your waterskin only when you're crossing a desert or inside a huge cave, and while being anywhere else, only drink water from rivers and wells. Don't burden yourself with excess meat, you're not likely to consume it all in a lifetime, but always carry 5 or so food items.

This may be peculiar to current version, I don't know how it was before, but I found out that I always can fill a waterskin from a pool created from that waterskin. So I drink one or two units of water, empty the waterskin, fill it up from the newly created pool (to three units of water).

This method also cleans water. My dwarf won't drink water from underwater lakes because it is laced with mud (unless he has maximum thirst, but then he can drink only once). But if he fills the waterskin with muddy water, then empties it onto floor, the water magically cleans itself. Now the waterskin can be filled with clean water. This seems to be analogue to cleaning by screw pump in fortress mode. But it is even more anti-logical.
Title: Re: Tactics
Post by: Bloax on September 28, 2014, 08:24:33 am
Unless you guys are 100% into muh immurshun roleplayan then you do know that you can just grab some random bag and fill it with 100 (or was it 50) units of water, right?

As a side note then hunger is rather unthreatening compared to thirst due to worsening much slower (it hangs at yellow for several days), so you'll be fine as long as you keep at least some food to keep the worst of it at bay.
Title: Re: Tactics
Post by: Saiko Kila on September 29, 2014, 05:03:24 am
Unless you guys are 100% into muh immurshun roleplayan then you do know that you can just grab some random bag and fill it with 100 (or was it 50) units of water, right?

Even 6 units of water was slowing down my adventurer. And yes, water can be kept in a backpack, which apparently doesn't have a capacity limit (or it's humongous)  but it didn't help. He was a crossbowman who had to limit himself to maybe 10 bolts to be able to move at all.
Title: Re: Tactics
Post by: Insanegame27 on September 29, 2014, 05:05:13 am
Unless you guys are 100% into muh immurshun roleplayan then you do know that you can just grab some random bag and fill it with 100 (or was it 50) units of water, right?

Even 6 units of water was slowing down my adventurer. And yes, water can be kept in a backpack, which apparently doesn't have a capacity limit (or it's humongous)  but it didn't help. He was a crossbowman who had to limit himself to maybe 10 bolts to be able to move at all.
That would be a strength issue. agility lets you go faster while strength lets you carry more before being effected by weight
Title: Re: Tactics
Post by: Saiko Kila on September 29, 2014, 08:45:25 am
Unless you guys are 100% into muh immurshun roleplayan then you do know that you can just grab some random bag and fill it with 100 (or was it 50) units of water, right?

Even 6 units of water was slowing down my adventurer. And yes, water can be kept in a backpack, which apparently doesn't have a capacity limit (or it's humongous)  but it didn't help. He was a crossbowman who had to limit himself to maybe 10 bolts to be able to move at all.
That would be a strength issue. agility lets you go faster while strength lets you carry more before being effected by weight

Yes, after training strength and vampirisation he is able to carry anything. However, it took some time. He started with Above Average Strength (1350 exactly) which is way higher than most of my miners after 10 years in a fortress, yet he was as weak as a kitten. Figuratively speaking, kittens are of course much weaker, I wonder how they manage to drag these vermins around.
Title: Re: Tactics
Post by: draeath on September 29, 2014, 05:17:25 pm
My signature move is to attempt a stealth throat-slash or stab, weapon depending. This usually results in a bleed-out quite quickly.

Note I target the throat specifically, not the neck.
Title: Re: Tactics
Post by: lowbart on September 30, 2014, 01:01:13 am
2. Search for a full set of leather armor if you start at a Hamlet or Hillock, and if you feel you've done enough of #3, set going to a bigger hub (Town, Fortress) as your first ingame goal; unless you start as an elf, then get some equipment ASAP in any non-elven site. As soon as you reach a town, search for adequate metal weapons and armor at the keep. Avoid copper as the plague, it's cumbersome as hell and you might not benefit that much from the sheer blunt force that adds to hammers and related weapons. When in generated dwarven fortresses, you might have to personally trade with a soldier, exchanging 'stolen' leather clothing for their metal weapons and armor.

As soon as I start a new adventurer, I trade with all the first people I meet. I always try to trade my socks, loincloth, and any other cloth for leather clothes, and trade in my copper dagger for a bronze or iron kitchen knife.

Quote
4. Reputation is now hard to earn, so try to find good companions and take care of them. That means waiting during an hour for them (press Z+w) after you cross a river, unless they're good swimmers; also try to keep them from being overwhelmed by enemies and outfit them with proper metal equipment. Boogeymen are now a royal pain in the ass, and possibly your only cause of death after all this will be thanks to them, so your companions' well being is crucial.

I'm not positive, but I think that companions from your hometown are less likely to get demoralized and run off or disappear, because you've known each other your entire life. If that's true, it means there's a benefit to starting in a town instead of a hamlet, because you have more potential companions with the "known your entire life" relationship. (Retiring in a different settlement changes it to your new hometown, which seems like a bug to me. So if you move from a hamlet to a town, retire, and unretire, you'll have "known entire life" for everyone in the town.)

You definitely don't have to wait an hour for them to catch up after you cross a river. I just swim or long-jump over the river, move out of sight, fast travel one tile away, stop fast travel and they've caught up to me. Sometimes they don't so I have to walk back to the river and try again.
Title: Re: Tactics
Post by: ☼!!Troll Fur Sock!!☼ on September 30, 2014, 05:57:14 pm
My average life lasts several weeks. I always start as a hero or peasant, demigod is super-easy mode. Armor is not a problem, human keeps have piles of it and no one seems to care when I take a few tons of it with me.
I'm still experimenting with the new combat system, but generally legs/feet first, then the hands, then a killing blow. Against most humanoids it's just leg -> killing blow.
My favorite weapon is the spear - it kills everything organic and not undead... well, maybe not as fast as an axe. But I'm always sure that if I hit, it's a serious wound.

I max shield > armor > weapon > wrestler. Mostly because my framerate is so low that grinding takes literal ages.
Title: Re: Tactics
Post by: a smiling bearded cretin on September 30, 2014, 07:35:29 pm
Dwarven travel tip: If layout permits, trailing close to mountainous terrain when alone gives you the opportunity to sleep or continue night travel, away from bogeymen and most ambushes, if you trek into the mountains. This is unknown to most if not all elves.

Title: Re: Tactics
Post by: Insanegame27 on September 30, 2014, 07:44:07 pm
This is unknown to most if not all elves.

And so it should be!
Title: Re: Tactics
Post by: Saiko Kila on October 01, 2014, 11:49:08 am
I find it unusual that people care about companions. I don't see any point in having companions after initial stage. Here's why:

1. Companions die automatically when too far away - maybe only when engaged in fighting, but it can be any fighting, like with keas or rats. I didn't actually find bodies, but they are listed as dead in agreements. It's very easy to lose them when travelling "manually" (i.e. not fast travel). Most of my companions left me this way.

2. They attack anything they don't like. Attacking random wildlife exacerbates the problem #1, but attacking others may lead to a cascade of unneeded violence. For example hired bandits may attack the travelling bandit from the same clan, even though they all remain loyal to the chieftain. And companions often attack the guys you asked to cease hostilities with. I find it easy to make someone stop fighting - unless this someone is one of my dumb companions.

3. They know nothing about tactics. Also I suspect them to be not too subtle when sneaking. And they are generally flimsy when it comes to combat.

Additionally they prevent boogeymen from attacking, and although I see that it may be desirable under certain situations I think the bogeymen are not enough annoying to compete with the companions themselves.

I think the companions are good only as a meatshield for a rookie.
Title: Re: Tactics
Post by: Quartz_Mace on October 01, 2014, 09:20:15 pm
As far as avoiding Boogeymen, try sleeping in a tree. It's worked for me.
Title: Re: Tactics
Post by: Insanegame27 on October 01, 2014, 09:49:53 pm
As far as avoiding Boogeymen, try sleeping in a tree. It's worked for me.
Not for me, slept in a tree with 3 elfs with me (desperate times call for desperate measures) and got my head caved in by ten bogeyman after missing about a hundred times with my silver whip
Title: Re: Tactics
Post by: Saiko Kila on October 04, 2014, 08:37:30 am
As far as avoiding Boogeymen, try sleeping in a tree. It's worked for me.
Not for me, slept in a tree with 3 elfs with me (desperate times call for desperate measures) and got my head caved in by ten bogeyman after missing about a hundred times with my silver whip

Try to reverse the fate with a iron pickaxe! My character is Dabbling Miner, and head shots are almost always "difficult", yet he kills bogeymen with first shot in 80% of cases (and gobbos and humans with in 90%, because they are generally less agile). I find it so boring that often I try different tactics for bogeymen.