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Messages - Ravendas

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1
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: February 23, 2012, 12:09:51 pm »
Any chance of limiting the number of migrants in a wave? I'm ok with a 200 dwarf max pop, and I'm ok with children, I just don't want 20-40 coming at a time. 5-15 per wave would be doable...

I doubt this is controllable though.

2
DF Bug Reports / Re: [39c] Artifact in Adventure Mode
« on: July 23, 2008, 02:23:25 pm »
Haven't tried the latest patch, but I found this problem:

I made a small fortress for the sole purpose of churning out adamantine items for my adventurer. One of the guys got a fey mood and made a godly adamantine great axe. When I came back to loot I found the bin containing said axe, and when I picked it up, a clone of the item was in my backpack and another remained in the bin. If I dropped the one I was carrying it vanished, taking more than one of the item didn't do anything, but I could just keep picking it from the bin every time I dropped it and vanished.

I can still carry the bin around.
Can you throw the clones repeatedly?

Yeah this is a really old bug. There was a story from somethingawful about an adventurer with throwing skill using an artifact spear in a bin. He would toss it, it would hit/injure the target, then 'reappear' in the bin.

Basically, a moblin from the original Zelda.

3
DF Adventure Mode Discussion / Re: About arrows
« on: August 09, 2007, 09:09:00 am »
I single stepped through a marksdwarf fight. Each bolt would travel about 3 squares to every dwarf square. So yes, the arrows and bolts did seem dodgeable.

4
quote:
Originally posted by Grek:
<STRONG>

The body will be in the tomb. You walk next to the coffin and press [g] to pick it up. The artifact is not in the coffin. When a dwarf with and artifact dies it becomes property of the fortress and will be strewn around like all the other items.</STRONG>


That is for generic burial receptacles. If you actually mark something as a tomb, and assign it to a dwarf before he dies, supposedly his possessions will be buried alongside him in his tomb. I haven't ever done this, but it's what others have told me.

If this is true, I wonder if those items will stay in that tomb, or if they will be scattered randomly like other items in a fortress, when explored by an adventurer later. Could be a pretty cool way to store treasure for adventurers if it works. Sappho should savescum a bit and try this out.

\/\/ He describes it well \/\/

[ August 12, 2007: Message edited by: Ravendas ]


5
DF Adventure Mode Discussion / Re: how do i buy from merchants
« on: July 30, 2007, 10:45:00 am »
Use the trade menu, pick what you want, then offer a ton of items, then hit the button where you ask for a ton of money. The merchant will automatically lower how much he gives you / how much he demands, to the exact value of the merchandise. If that's acceptable, hit the 'ok' button or whatever.

Now, pick up the equipment you bought. If you traded for money, stacks of money should have appeared, and any items you traded for lose the $$ tags around them. Any item with a $ tag will count as stealing if you take it, anything you traded for should not have that tag, and is safe to take. Same for the cash.

It confused me quite a bit too at first. All the items are just sitting around on tables in the shop, you need to grab them yourself after purchase.


6
DF Adventure Mode Discussion / Re: Need....Water....
« on: July 30, 2007, 10:48:00 am »
You can drink blood if there is a sufficient source. Splatters and smears of blood won't work, you need a 'pool' of blood on the ground.

Luckily, disease is not yet in the game, so you can safely drink blood, mud, and swamp water to your hearts content.


7
DF Adventure Mode Discussion / Re: Lost my weapon
« on: July 11, 2007, 05:55:00 pm »
I'm not sure about the random encounter bit, but when you leave a map, it doesn't store the location of the item you dropped. So when you return, the item will be somewhere in the area, you have to go all over to find it.

Anyway, just go to a nearby town. If you ever went to a ruin, you should be overladen with treasure, enough to easily get a new axe.


8
DF Adventure Mode Discussion / Re: lol, a great game, but...
« on: July 10, 2007, 10:17:00 am »
Even cyclops are difficult for a first quest. Generally, wandering around a random cave, killing the basic creatures, then running away when the big boss shows his head is my standard way of staying alive.

Usually though I am not so concerned, and play as you are. Way more fun to have crazy lopsided fights that sometimes, somehow, work out for you.


9
DF Adventure Mode Discussion / Re: Giant Cave Spiders
« on: July 07, 2007, 02:35:00 pm »
In my forts I keep a section near the magma for the metalsmiths/glassmakers. Statue garden, large nice rooms, well, food stashed, etc. Well, they were all off at work, so the area was empty. Then I see 'a statue has been toppled' over and over. I see something is kicking statues around in there. Send up my greatest champion (an actual champion), with full leather and bronze chain armor. He is immediately 2shotted by the giant spider he discovers.

Immediately call the rest of the army, and its taken down by a legendary marksdwarf, after webbing half a dozen dwarves to the walls.

Those things are awesome, and apparently tameable if you have a dungeonmaster.


10
DF Adventure Mode Discussion / Re: fists only adventurer
« on: September 03, 2007, 08:53:00 am »
Wrestling/punching dwarves are really really bad against undead. Wrestling relies on pain and strangulation usually, with one or two bleeding eye sockets here or there. Undead cannot feel pain, cannot be strangled, and losing their eyes (if they still have them) won't really affect them.

So yeah, avoid the ruins I'd suggest. Not like you need the items in there if you're playing a naked wrestler type.


11
DF Adventure Mode Discussion / Re: ultra mega alliance
« on: July 07, 2007, 02:22:00 pm »
This is pretty epic. I think Toady should read this and see what he thinks of all this. I think the interactions he has programmed may surprise even he.

12
DF Dwarf Mode Discussion / Re: HOW TO STEAL FROM MERCHANTS!!!!
« on: July 29, 2007, 05:52:00 pm »
It's how Eagle of Fire did it. No matter how its done, they count the cash in and the cash out. If the cash in is more than the cash out, they get mad. Otherwise, happier.

From elves and humans this leads to sieges. From dwarves? Not sure.


13
DF Dwarf Mode Discussion / Re: Gah... I think I'm screwed.
« on: July 22, 2007, 06:42:00 am »
In your DF\data\save folder, each region has a .sav file and a folder. Back up the corresponding .sav and the folder to a separate file to backup a world. Each region file is a world created, no separate saves for adventurers and forts and such.

14
Yeah, this is a big part of the game, making sure you have all the materials needed for your random moods.

And the above poster explained it perfectly. You got lucky and had all the materials for it, otherwise you would have lost your dwarf.

Just one tip to prevent a future thread: if they are asking for rough gems, and you can't figure out which gem it is, it's probably raw green glass, clear glass, or crystal glass. They count as gems for the game.

(This question always seems to pop up)


15
DF Dwarf Mode Discussion / Re: Most expensive kill
« on: July 20, 2007, 10:30:00 am »
Does it multiply the weight by 25 too? 75lb or whatever the measurement is, seems to be heavy for a stack of arrows.

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