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Messages - TheBlueSteel

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1
DF Adventure Mode Discussion / Re: New to DF help with adventure?
« on: November 19, 2012, 02:35:22 pm »
First point: You need more Ambusher. Your adventurer is only mortal, no matter how buffed he gets. One good hoof or arrow to the brain and he is done, period. The best way you can avoid this scenario for as long as possible is ensuring that you never get attacked, instead cutting the enemy into little chunks without them noticing. I always train to Legendary +5 Ambusher before trying to kill anything even modestly dangerous. At that point you can stand right next to it and slash away and almost everything short of a Megabeast won't notice.

Second, your start build doesn't really make any sense. Recuperation is useless, because as soon as you Fast Travel anything that will heal will heal. Presto chango, just like that. Disease resistance is also extremely pointless, as the only thing it does right now is prevent you getting vampirism or lycanthropy, and that only happens at insane levels of Disease Resistance, and the attribute is effectively impossible to train. Those two attributes should be your dump stats, not at Superior. For the rest, you don't really need Endurance, and you should always max Strength, Agility, and Willpower. Strength and Agility are vital to any adventurer, as having them start high means you can cap at many times the abilities of a standard creature. Willpower is hard to train, but is crucial if you want to live long. The moment you chip a bone you have a very high chance of giving in to the pain, and the moment you do that you are dead, for all intents and purposes. Thus, you really need Willpower to survive for long without savescumming often.

As for skills, you really only need Novice Swimmer, as swimming is easy to train in any murky pool. Just don't train in temperate areas close to night. Armor User is a really nifty skill to have, but again you can train it very easily by letting an undead groundhog try to hurt you with any decent armor on. You don't need to start it that high, put the points into Observor and your chosen weapon profession instead. Observer only trains when you get ambushed, and directly increases how far away you can see said ambushes and how often they happen. Thusly it is quite difficult to train without dying, as ambushes are a great menace to the low-level Observer/Adventurer.

Finally, you should be doing well otherwise. I can't emphasize the need to train Ambusher enough. It's not sporting in the least, but even with Legendary Dodger, Armor User, and Shield User, some lucky goblin archer is fully capable of putting a silver bolt through your brain. The best solution is to rip him limb from limb without his friends even noticing their buddy being eviscerated right next to them.

2
I, and many others on this forum, have actually managed to completely depopulate Pocket worlds.

Believe me, you can slaughter civs alright.

3
You aren't playing Vanilla, though you may think you are. That is all.

4
DF Modding / Re: Question: Creating Economic Materials
« on: November 12, 2012, 09:18:32 am »
Is arkenstone an [IS_STONE] material?

Indeed it is.

The raw for Arkenstone is:

Code: [Select]
[INORGANIC:ARKENSTONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:arkenstone][DISPLAY_COLOR:7:7:1][TILE:'a']
[ENVIRONMENT:SEDIMENTARY:CLUSTER_SMALL:1]
[SOLID_DENSITY:4100] Heavy to represent composition
[IS_STONE]
[MELTING_POINT:15601]
[BOILING_POINT:15720]

It really doesn't have many properties beyond being magmasafe and a stone, so I'm not sure why the game won't identify it as an economic stone. Its currently in the Stone -> Other Stone tab for stockpiling.

5
DF Adventure Mode Discussion / Re: Too Full?
« on: November 11, 2012, 07:44:34 pm »
In real life, if you start drinking/eating too much after being deprived of said sustenance, doesn't your body do really weird things?

You can actually drop dead, so yes, the limit is quite reasonable actually.

6
DF Modding / Re: Question: Creating Economic Materials
« on: November 11, 2012, 06:04:49 pm »
[REAGANT:a:1:STONE:NONE:INORGANIC:ARKENSTONE]

You need to replace STONE with BOULDER methinks.

Afaik, STONE and BOULDER behave identically as item tokens, so that shouldn't be it.

7
DF Modding / Re: Question: Creating Economic Materials
« on: November 11, 2012, 03:10:16 pm »
Hmm, actually still having issues.

I have the reaction:

[REACTION:MAKE_STARMETAL]
        [NAME:extract starmetal from arkenstone]
        [BUILDING:SOUL_FORGE:CUSTOM_S]
        [REAGANT:a:1:STONE:NONE:INORGANIC:ARKENSTONE]
        [REAGANT:b:2:SMALLGEM:NONE:INORGANIC:STONE_SOUL]
        [PRODUCT:100:1:BAR:NONE:INORGANIC:STARMETAL]
        [SKILL:ALCHEMIST]

Enabled on one of my custom buildings, and I still can't list arkenstone as an economic resource. All the items are defined and enabled for dwarves, as well as the reaction and building... help?

8
DF Modding / Re: Question: Creating Economic Materials
« on: November 11, 2012, 01:21:29 pm »
Marvelous. Thanks guys!

9
DF Modding / Re: Question: Creating Economic Materials
« on: November 11, 2012, 11:53:12 am »
I recently found that one way to make a stone economic is to have a reaction that specifically requests it:

Like:

[REACTION:PRESERVE_ARKENSTONE]
   [NAME:make arkenstone block]
   [BUILDING:FOUNDRY_STONE:NONE]
   [REAGENT:A:1:BOULDER:NONE:INORGANIC:ARKENSTONE]
   [PRODUCT:100:1:BLOCKS:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:MASONRY]

Ah, so as long as I continue my tech tree to the point where the stone is used for something, it can be designated as economic? Is that based on it only being used, or can it be part of a trio of reactants?

For instance, would:

[REACTION:CONSUME_ARKENSTONE]
   [NAME:make iron blocks from arkenstone]
   [BUILDING:FOUNDRY_STONE:NONE]
   [REAGENT:A:1:BOULDER:NONE:INORGANIC:ARKENSTONE]
        [REAGENT:B:3:BOULDER:NONE:INORGANIC:NONE]
   [PRODUCT:100:4:BLOCKS:NONE:IRON:NONE]
        [FUEL]
   [SKILL:MASONRY]

Still allow Arkenstone to be classed as an economic material?

10
DF Modding / Question: Creating Economic Materials
« on: November 11, 2012, 10:04:21 am »
Righto! So, I've created several custom workshops and materials and they all seem to be working well, but I've recently come up against a block in my mod: economic materials.

In essence, one of my workshops intakes a rough gem and nine stones in a reaction to make a different very heavy stone that I'm using as a further building, called Arkenstone.

My difficulty is that said stone is still a stone, so if it isn't stored appropriately far away from the workshop then it can be consumed in the very reaction that made it..... not exactly very productive. Thusly, my question:

Is it possible to make a material 'Economic' so that it can be designated to only be used for designated tasks, like marble and other economic stones? Will giving it a reaction class solve the issue?

11
DF Community Games & Stories / Re: the peasant dwarf
« on: November 10, 2012, 09:35:18 am »
tan the skin and prosess the bones into crafts.

And teach the lizardmen how to do it. Bone and leather armor would be a small upgrade for you, but a very great upgrade for lizardmankind.

We shall conquer the world with our lizardman arrrrrmmmmmyyyy

12
DF Community Games & Stories / Re: the peasant dwarf
« on: November 09, 2012, 08:40:29 pm »
I bet the lizardman just took the meat and ran haha.

I vote we make a massive pile of bone bolts, since they hardly weigh anything, then try to find a lizardman bow. The our enemies will suffer sudden death at a thousand paces!! And look like pincushions. Because I'm fond of pincushions.

13
I demand this continue! Armok demands blood!

14
DF Community Games & Stories / Re: the peasant dwarf
« on: November 09, 2012, 07:01:44 pm »
Dayum. That worked..... surprisingly well.

Now we butcher its corpse.

I want my [230] Eldritch Abomination meat  :P

15
DF Community Games & Stories / Re: the peasant dwarf
« on: November 09, 2012, 04:33:16 pm »
That looks like a fucking FB to me.

Run dafuq away. The peasant must survive!

Tell the lizardman you're going to make weapons, search for iron.

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