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Bay 12 Games Forum
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212
DF Dwarf Mode Discussion / Re: Are invaders 'back' yet?
« on: December 02, 2015, 04:08:54 pm »I've been having 80+ sieges in 40.24 for the whole time...
The previous version?
Weird, I wouldn't get sieges until year 4 or 5 at minimum or none at all, and the invaders would run in terror from basically anything...Also never saw non goblin/undead sieges. This was about 6 playthroughs, ~7-10 years, 3 different worlds.
From what I heard it wasn't just me having that issue as well
213
DF Dwarf Mode Discussion / Re: Are invaders 'back' yet?
« on: December 02, 2015, 03:37:53 pm »Well, I got a snatcher. Surprisingly, he didn't run away right after being spotted, but ventured farther into the fort, before my militia gave a chase.
So yeah, thieves are back and are more aggressive.
Yesss! Thanks for the confirmation.
214
DF Dwarf Mode Discussion / Re: Are invaders 'back' yet?
« on: December 02, 2015, 02:41:39 pm »I just had stuff stolen from my wagon before my first migrant wave. I didn't catch them either. I suspect there are some scheming buggers about. Maybe that's part of the military pathing that was fixed. I never got many gobbos or kobolds in 40.x.
Alright, well there's a good start! Was it sentient (kobolds or stealthy monkey)?
215
DF Dwarf Mode Discussion / Are invaders 'back' yet?
« on: December 02, 2015, 02:30:01 pm »
Hey all,
So in adventure mode, people seem to be hostile and angry again (atleast more so than the last edition)
I tried telling a poem to a camp full of bandits, and they swiftly shot me to pieces then impaled me...
That being said, are invaders much more 'fighty' in this release as well in fort mode?
AND are the invaders finally pathing more frequently to the fort?
Or do I still need to wait 4+ years for 5 cowardly gobs?
**EDIT:
-Snatchers and Thieves are confirmed!
So in adventure mode, people seem to be hostile and angry again (atleast more so than the last edition)
I tried telling a poem to a camp full of bandits, and they swiftly shot me to pieces then impaled me...
That being said, are invaders much more 'fighty' in this release as well in fort mode?
AND are the invaders finally pathing more frequently to the fort?
Or do I still need to wait 4+ years for 5 cowardly gobs?
**EDIT:
-Snatchers and Thieves are confirmed!
216
DF Adventure Mode Discussion / Re: 42.01 First adventure thread
« on: December 01, 2015, 08:02:54 pm »
I'm not sure what happened, but I walked into the Lord's room, and it was full of poets beating each other to death with books.
Are poets particularly violent, or was this a coincidence?
Are poets particularly violent, or was this a coincidence?
217
DF Adventure Mode Discussion / Re: My greatest character died
« on: September 09, 2015, 07:33:30 pm »*shudders at the memory of the beewagon*I am blameless in this debacle.
*Begins covertly constructing a bee muscle coffin*
HELL NO
NOT THE BEEWAGONS
218
Creative Projects / Re: Evolution Simulator
« on: August 26, 2015, 11:44:20 am »Lol, thanks! I've been caught by titles many times, I've done both a Chistmas and a Christmans party sign. A group I worked with all approved a $300 Captial Budgeting sign for a trade show too
Ma lady was into painting once...She wanted to paint something motivational, so it said, "Persistence pays of."
I face palmed so hard I practically slapped myself.
219
Creative Projects / Re: Evolution Simulator
« on: August 26, 2015, 10:25:36 am »
I generally just peek around at lots of random things, I noticed on your website link, "Welcome" topic in the forums is spelled as "Wecome".
220
DF Suggestions / Re: Declaring War
« on: August 26, 2015, 10:13:59 am »
+1... short, simple, makes sense
221
DF General Discussion / Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
« on: August 26, 2015, 09:38:21 am »1 doesnt happen. With the exception of mummies, who hone in on desecrators.
You can sneak up on undead towers.
video 2 showcases that. Well, it showcases how smoke breaks their detection. I snuck up on them to lay down the fire.
Interesting, I'll have to try this thanks!
I don't entirely know what you mean by 1 doesn't happen though? I have snuck into a necro tower before without disturbing and zombies, but there's 2 I've been re-attempting recently, and they start chasing me from a fair distance away....I was thinking it maybe had to do with what you said here,
"It appears to not be an infinite range for spotting you, its just that the initial plop-in from fast travel leaves in in terrible sneaking position"
Can you elaborate for me please?
222
DF Adventure Mode Discussion / Re: Your most climactic battle in dwarf fortress?
« on: August 25, 2015, 03:43:41 pm »
A Roc was tearing apart my fortress (at the time I wasn't very good at air defence).
It collided with a statue of a hunter, and it skid across the ground unconscious straight inside of a cage trap.
It collided with a statue of a hunter, and it skid across the ground unconscious straight inside of a cage trap.
223
DF General Discussion / Re: Undead should not be intelligent, they should be slow and unable to block/dodge.
« on: August 25, 2015, 10:34:33 am »
It's more than just the issue with unarmed combat. Everything can do unarmed combat, but when you combine
1. the ability for night creatures/undead to detect anything, and have significantly increased stats
2. the weird ability for stuff to punch/kick/bite through anything especially with night creature/undead stats
3. the escalated effectiveness of wrestling due to increased night creature/undead stats
4. the raw punishment an undead unit can take
5. necromancers
It gets silly. I fully encourage Toady to release more challenging content for DF players, but I find it hard to believe that necromancers should be able to summon an army of demi god equivalents with the flick of a wrist and small pet cemetery.
Maybe make some forms of wandering undead really really strong, being infused with some demon god's hatred, or maybe an undead kings guard (you get the idea)...But these necromancers man, some are ex-cheese makers you're talking about.
1. the ability for night creatures/undead to detect anything, and have significantly increased stats
2. the weird ability for stuff to punch/kick/bite through anything especially with night creature/undead stats
3. the escalated effectiveness of wrestling due to increased night creature/undead stats
4. the raw punishment an undead unit can take
5. necromancers
It gets silly. I fully encourage Toady to release more challenging content for DF players, but I find it hard to believe that necromancers should be able to summon an army of demi god equivalents with the flick of a wrist and small pet cemetery.
Maybe make some forms of wandering undead really really strong, being infused with some demon god's hatred, or maybe an undead kings guard (you get the idea)...But these necromancers man, some are ex-cheese makers you're talking about.
224
DF Adventure Mode Discussion / Re: Draw your adventures
« on: August 13, 2015, 09:35:41 am »
No problem, I get excited for thanksgiving.
225
DF Adventure Mode Discussion / Re: Draw your adventures
« on: August 12, 2015, 06:54:43 pm »Anyone mind drawing this for me? I'm terrible at drawing even stick-figures, not to mention detailed characters.
Imagine the adventurer doing this as a mannish, muscular female. (that was essentially her look in-game, though I don't have a screenshot of her description)
http://imgur.com/ZvWnubJ

