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Topics - Lordraymond

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1
DF Adventure Mode Discussion / No one ever hostile?
« on: January 18, 2015, 11:04:38 am »
So is adventure mode completely broken right now, or am I doing something wrong? I have the latest release, and so far no matter what I do no one is ever hostile. Peasants watching their friends getting murdered will simply comment on how horrible these violent acts are. The guards in a castle will sit idly while their rulers get murdered. Hell, even bandits are friendly, both before AND after their (also friendly) captain gets slaughtered.

Do I have to mod the raws somehow? I'm playing a human adventurer. I have not yet found a single humanoid who defaulted to hostile in several hours of adventuring. Even more, I can't find a way to gain renown, so it's more or less impossible to get more than two or three people in the party, which means I can't tackle any of the large monster hunts or I get more or less rekt. So, basically, unless someone has a fix for this adventure mode is unplayable for me at the moment.

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DF Adventure Mode Discussion / Are peasants supposed to be possible
« on: February 07, 2014, 01:14:29 am »
No companions means I get ambushed by bogeymen every night until I complete a quest.
Min-maxing as much as I can with stats leaves me with +10/+5/+5 which is hardly impressive.
I go get gear from forts whenever I make a new character.
I take the majority of what meager scraps qualify as skill points in dodge for more survivability.
Yet still I die on the first quest every single time I play a peasant. Without fail. Once found full iron gear and got slammed by the first actual fighter I came across. Once I actually finished a quest and was coming home to report when I was ambushed and turned into a pincushion by about 5 archers. One time I was about to kill a peasant "night creature" after us missing eachother/him bouncing punches off my armor when he tackled me into a pool of water and I drowned because my novice swimming couldn't save me from the fall-stun.

TL;DR what are the best tips for surviving the first days as a peasant without grinding up throwing or something silly. Stat distribution and skill suggestions? I'm not a newbie, I just haven't played for awhile.

3
DF Adventure Mode Discussion / Sewer quests - how do?
« on: April 09, 2013, 03:09:01 am »
I have not yet ever been able to complete a single sewer quest, no matter where or when they are assigned. I've tried checking multiple sewer accesses, before anyone suggests that. My issue is that I can never find anything. Not a single living being, quest target or not. Given that my characters are usually vampires, I'm able to swim through the 7/7 water passages, but even still they only lead to rivers or dead ends. This is really bothering me because my quest log across all adventurers is getting extremely cluttered with unfinishable quests.

So how exactly does one complete sewer quests?

4
DF Dwarf Mode Discussion / CARTS. CARTS EVERYWHERE.
« on: May 16, 2012, 08:12:37 pm »
I haven't played DF that much since .07, so I have no idea how carts work. However, after reading up I want to produce a defense comprised entirely of carts filled with various (possibly humorous) deadly objects, maybe a small militia just in case. I have no clue how to get them to even deploy, however, so I need to know the following things:

-How do I crash a cart in a way so that contents will fly out?
-How deadly is the cart itself if going at high speeds?
-Does type of item matter? As in, will loading a cart with 10x *Steel Battleaxe* do more than loading it with 10x *Steel throne* (Of course, assuming that both items had the same weight)

5
DF Dwarf Mode Discussion / Damn it, Dwarves!
« on: April 15, 2012, 01:34:08 pm »
So, will Dwarves not take water from the caves or something? My CMD is giving me mad clean patient and give water spam because my water is still frozen over, but I have several perfectly working wells, the only thing is that they're in the cavern. Since normally the only ones who get hurt are my soap makers who get eaten by some savage creature, I could care less when they dehydrate and die. However, both my legendary herbalist/cook and my Militia Commander were wounded trivially in the latest ambush, each receiving a cut to the foot. They're lying outside, immobilized, and no dwarves are picking them up nor are they bringing them anything. I don't want my legendary Militia Commander dying from some infection or dehydration because my dwarves were too stupid to pick them up.

Am I doing something wrong here, or is the beard-sense with my dwarves just failing to pick up these two wounded for no particular reason?

6
DF Dwarf Mode Discussion / Buzzards!!! *Shakes fist at sky*
« on: March 26, 2012, 08:26:56 pm »
So, apparently not only are buzzards a nuisance, but also a serious hazard to a young fort. My fresh embark in a .06 world was going well - the outer wall was erected, the meeting hall dug and the magma forges set (I'm playing with Fortress Defense, so I need a metal industry early). Suddenly, I see a combat report. Upon hitting 'r', I, in fact, see about a dozen combat reports, six dwarves and six buzzards.

Most of the reports are just a few attacks of bruising on both sides, but when I check my miner...

Eleven. Eleven pages of the buzzard shaking him around by the arm. Most of the results were just major bruising, but then, finally, shortly before my nearby militia commander whacked it once with his battleaxe and put an end to it, it manages to tear the skin. My CMD is busy hauling and I have no hospital. My bedrooms are still under construction, but I figure they'll be done; however, tragedy strikes. A mere two in-game weeks after the bite, I get the message "Urist McMiner, Buzzard Victim has been found dead from infection!".

Needless to say, in a fort that had been going for approximately twenty out of game minutes and about a season in-game, no dwarves were happy. One particularly wimpy planter who had been starving to death (Let's just say this wasn't my greatest fort...) snapped almost instantly and went stark raving mad. My farmer threw a tantrum and blew up my still AND my plump helmet fields, rendering my fort without food OR drink as the river was frozen over. I feel sorry for whatever reclamation party arrives.

And, so this topic warrants a bit more than a "Cool Story, Bro!", I unearthed a bit of possible !!SCIENCE!!... Apparently, the "doesn't care about anything any more." tag is rediculously easy to get. After simply being attacked by a buzzard and being hungry/sleeping on the grass, my miner attained it shortly before she died. She never even dipped to unhappy.

7
DF Dwarf Mode Discussion / Legendary migrant?
« on: March 16, 2012, 07:57:02 pm »
So I just got a legendary migrant to my fortress (unfortunately a woodcutter, not anything super duper useful since my other woodcutter was already at professional), just arrived, too. He doesn't seem to have any kills or dabbling skills, so I dunno if he was from gen. He's also only fifty. Considering I've never gotten a migrant arriving at legendary (I was almost sure it capped at High Master), is this a glitch or it it now possible to get migrants at any skill level?

8
DF Dwarf Mode Discussion / What the necromancer?
« on: March 13, 2012, 06:24:04 pm »
So, I keep having tigerfish skeletons in my non-evil tower-neighboring (barely) come to life, apparently a human necromancer is responsible, but there was no announcement and no necromancers are on the units screen. The only evidence is the combat log of Tulon Oklemeke, Human Necromancer, filled only with the reanimations of the skeletons.

It's really annoying my military to run out and stomp them every time, and I'm currently in the process of excavating a newer, more aptly sized fort so my haulers have their hands too full dump all the skeletons in time...

This a bug or a feature?

EDIT: OK, now some pangolin skeletons are being raised, this time by a completely different necromancer... What's going on here?

9
DF Dwarf Mode Discussion / Faint miner
« on: March 11, 2012, 09:08:38 pm »
So, one of my miners randomly was flashing with the impaired symbol, so I checked him and couldn't find any wounds. When I checked his wounds screen, he was Faint. I've heard this means that there's a vampire that's fed off him recently. So do I have a vampire or is there something that makes them faint without any other external causes?

10
Maybe I SHOULDN'T have made my fortress right next to a necro tower. Halfway through year two and I'm already besieged. Normally it wouldn't be a problem, but I only have my miner with any skill in combat (Mining, coincidentally), and no other weapons or armor. Traps are out as well, even if I had some I think undead are uneffected, right?

So, short of building a wall in the next fifteen seconds (The undead just arrived) am I screwed?

11
DF Dwarf Mode Discussion / Copper warhammers...
« on: January 06, 2012, 11:32:14 pm »
Argh, half my militia is sitting in the hospital with shattered arms and legs because a three-squad siege arrived a few ingame weeks ago. Every squad was chock full of hammermen with a mace lord in the lead.

My dwarves have full iron armor and steel weapons. Few have training, but there are twenty five of them. That level of damage was done by thirty gobbos with copper blunt weapons.

In fact, now that I think of it, every single siege from any race has had only blunt weapons. Is it possible for a civ to only use a single weapon type, or maybe two?

12
DF Dwarf Mode Discussion / My dwarves are pussies
« on: January 06, 2012, 05:28:45 am »
So, I'm playing and stuff, building up my first wave of gear on my shiny new fort that has iron for the first time in forever. I'm getting set to forge some steel weapons and iron shields, when I get a message:

"The forgotten beast Aban has risen! He is a gigantic skinless alligator. He undulates rhythmically. Beware his fire!"

'Oh, no problem' I think, 'I have a wall set up down there, he can't get through'

My dwarves go about their business, smelt a few pig irons, etc. when I get a storm of messages.

"Urist McPrissypants cancelled job: Store item in stockpile. Interrupted by Forgotten beast."

Why? Because they can see him over the wall, through a one wide space. My problem is, now I'm stuck. I have gear, but only full armor without shields. Even if I raised a military using the stuff I've already forged, they'd get obliterated by fire and beat on it uselessly with their fists. I have Beak Wolves at my gates and it's late autumn, so I'm not getting dwarven assistance this year, and not only will my dwarves not wall off the area they can see through, they won't get close enough to wall off the staircase!

"Why not forge more?" one might ask. My forges are on the other side of the crossing, with no other way through to them. Any attempts to forge anything lead to more sissy-lala job cancellations, and even worse, my only spare anvil is being used in a suspended building that no-dwarf want's to finish! Argh!

So, Bay12, A) should I open my doors in the caverns and let the !!FUN!! in, B) build a billion traps, or C) just dig around it? (Hint, C is totally... um... let's see, reverse psycology... C IS TOTALLY NOT A GOOD ONE TO PICK, DON'T PICK C AT ALL!)

UPDATE: The caravan managed to squeeze in right at the end. I had enough for an iron buckler and a bronze pickaxe, which I'm now giving to my miner in combo with some of the other gear I've accumulated. Hopefully my dwarf-style lightsaber will put an end to this menace!

13
DF Dwarf Mode Discussion / Iron is just rediculously scarce
« on: January 03, 2012, 01:37:15 am »
I haven't reliably had iron on an embark in almost all of my recent forts, and the ones that did were mostly test forts. I've tried all the things that are supposed to help: Multiple shallow metals, flux for near-guaranteed sedimentary layer, but I just can't find it.

Is there any way to find iron more reliably, and is anyone else experiencing this startling lack of the near-vital metal? Normally it wouldn't bother me that much, but in Fortress Defense invaders come too often for even bronze to hold well, and without iron there's also no steel or source of easy magma-proof stuff.

14
DF Gameplay Questions / Prisoner shenanigans
« on: January 02, 2012, 01:46:41 am »
So, in the most recent attack I captured a whopping 15 Stranglers in my hall of cage traps, and I want to use them to train my militia. I know how to assign them and dump weapons and whatnot, but my dwarves won't transfer them at all. On the jobs list all the "transfer large creature" jobs show up as inactive, and releasing them still produces no results. I have 28 idlers who have hauling enabled, but according to the wiki they don't even need an enabled labor to do it.

So, what am I doing wrong here?

15
DF Modding / A simple question from a noob modder
« on: December 31, 2011, 08:22:54 pm »
So, I'm just making a few tweaks for my game to make it more fun/!!fun!!, and have a question about armor. So, I installed Fortess Defense not so long ago, but I find that with all the new bladed weapons I'm getting lots of arm amputations through my chainmail. I have a basic knowledge of armor coverage tokens, so I figured it wouldn't be too hard to mod in pauldrons for some upper arm reinforcement. Unfortunately, I can't figure out how to make it cover only upper arms and not lower arms.

TL;DR, I need to know the token for upper arm protection without giving lower arm or body protection. Thanks.

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