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Messages - a smiling bearded cretin

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91
The Adventure Mode Quickstart Guide is very useful as is the more indepth adventure mode wiki page.

Regarding quests, if you're a hero or demigod, during conversation "inquire about troubles" then select beasts as the topic. The other choices aren't as straightforward in terms of resolution. Beasts you kill, or kill you. If you live you can spread rumors about your feat to other NPCs. If you die, you can tell us here in the "what's going on in your adventure thread."
 
Beast will be either megabeasts (dragon, hydra, roc, bronze colossus), night trolls (with identifiers such as night hag, wretched man, hulking wrestler brute, etc.), titans or semimegabeasts. For now ignore night trolls, which while killable without companions with a brand new hero/demigod on your first day, can often require a finer hand than any of the other choices. Semimegabeasts like giants and cyclops are good to start since they are slow and feel pain.  Whatever the beast they tell you about, when you continue the conversation, you should ask about the location of this beast.

What you're looking for is something hopefully within a days distance from where you are. If the hamlet/hillock/tree you're in isn't close enough, and the distance is far away, you should try to plan your travel so that you are not traveling at night where you will most assuredly be killed by bogeymen. You can slow travel along mountain ranges if they exist in the world you are in, to avoid bogeymen ambushes. Otherwise punctuate your travel with stops at civilized locations:

Ω are dwarven hilllocks, forts
=+ are human hamlets, towns
¶ Í are elvin tree towns
µ ruins

Other locations:
° π goblin trenches, dark towers
I necromancer towers
∆ tombs

Bring up your quest map through shift + Q. The location of a lair will be marked by the "•" symbol. The location of a shrine (where a titan/bronze colossus can be found) will be marked with the "Å" symbol.

If you chose to ask someone to guide you to a location, Nikow has written a very useful guide detailing how this process works.

Also a quick word about combat. Combat is odd. The shorthand version is this. Don't swing first, unless your character happens to be much stronger/faster. A missed swing lets your opponent counterstrike with deadly result. Let your opponent come to you. Know that the period key  "." lets time pass by 10 instances or ticks, but the comma key "," is only one instant/tick. Learn to use these in combat, particularly the comma key since you're not going to swing every chance you get. The comma key helps you to learn to pick your moments. Recently, Robsoie again discussed how one uses multi-attack feature. Combat is just timing, not unlike a good foot sweep.


92
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 27, 2014, 04:57:42 pm »
smjjames, how are you showing the skull? Are you dropping or giving it to them? I tried something along those lines many worlds ago, but it went awry when I made the mistake of demanding an item. That adventurer was later hunted down by that civ.

93
DF Adventure Mode Discussion / Re: Adventurers being affected by world gen?
« on: November 27, 2014, 04:40:18 pm »
Adventures are anti-social possessed folk who go out and murder people(and wonder why people are crying and yelling at them for murdering people)

... That's dark. Very dark.

True. But often, one is asked to do so by other NPCs to bring glory, etc if engaged in conversation regarding troubles. Some adventurers may just be numbskulls led astray like the boy who went to learn about fear , others are clearly maniacs.

I've never gotten any world gen activity from any adventurer who had retired. It'd be nifty to see.

94
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: November 24, 2014, 09:09:22 pm »
Have you tried the multi-attack tactic ?
It's so overpowered against the AI that i think it's most likely an exploit more than anything.

- press the , key to wait for the enemy to be in contact
- press SHIFT+A to aim an attack
- press a to Strike
- select the bodypart you want to hit
- press z to enable "multiattack"
- select the type of attack you want to use (slash/stab/etc..)
- press SHIFT+A to aim a 2nd attack (thanks to multiattack)
- select the Dodge option instead of an actual attack
- Dodge in the direction you want
- Press . to launch the multiattack (the attack then the dodging)

With this technique i managed to survive a 3 bogeymen attack with a beginning demigod adventurer (that usually get killed fast by bogeymen) and striking them down, it takes a lot of patience as , wait only for a tick and you are going to miss most of your attacks, but in the end damage on yourself will be minimal (assuming of course you have good armor pieces, make sure to get some from castles before going out) and the enemy should be dead

While useful, its not perfect.

I agree with both, but Robsoie from a slightly different perspective. Multiattack can be exploitive because the AI's combat IMHO is just stat versus stat with bonus/penalty modifiers run directly against you rather than run based on what you are doing (which is what players do). Maybe that will change with stances, if the idea behind them is applied to NPC AI as well.

best way to counter a spearman/pikeman?

Don't take the first swing, because your opponent gets to counter attack. That counter attack will be much more successful against you the closer your stats are to theirs. It's generally a deadly outcome for your character.

For example if you're a demigod versus the average spearman/pikeman and you do have points in observer/dodge/shield/armor higher than competent level (particularly dodge/shield), you *could* be reckless and take first swings.

But it's safer to let them swing first and attack them during their recovery period which occurs right after they've attacked. You check the attack menu with SHIFT + A, but if nothing is green, press the comma "," key and then SHIFT + A. Repeat that until you have a good shot or they are attacking again. Then you defend again, or counterattack with multiattack, etc, and repeat the whole process.

95
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 24, 2014, 01:12:28 am »
Instead of seeking out a dragon as mentioned earlier, everyone travels towards the center of the map.

There was likely something wrong with ushrir Strappicks' (the speardwarf) righthand as she mainly hit opponents with her shield despite having a +iron spear+ (it was later discovered she kept it strapped to her back). Upon seeing this, it was time to part ways as impaired grasp is never good. After giving ushrir a black bronze flask as a farewell offering, we left her at a trading depot. She immediately descended into the fortress.

Cretin adventurer and swordsdwarf now go searching for a replacement in this busy middle region of the world.

At night of course, we meet a night troll. Initially the cretin was going to have the swordsdwarf wait, but she rushed in and landed a decisive blow. All there was left to do was spear jab as support and hope that the swordsdwarf would record the last blow before it bled out. This was Medtob Hammerfinds best fight yet. Interestingly enough before the cretin had recruited her, she had boasted of a night troll kill, something unlikely in terms of solo performance, but thematically sound. Narratives follow belief which is always stronger than truth.

After that encounter, cretin and swordsdwarf enter the seemingly abandoned hamlet, Teethway. The hamlet is being run by a human captain called Xaked Boldblunted and her group of goblins. Spent some time spreading rumors with the captain about the feats of former speardwarf companion ushrir Strappicks and Medtob Hammerfinds' favorable combat with the night troll. Before leaving, the cretin also included a story about the hydra and the roc.

The next night is spent roaming from various hamlets before returning to Teethway in the morning to recruit the goblin lasher, who is not tall but has incredible muscles. This, one hopes will prove useful.

A short walk northeast, in Hopefulwads, during a query regarding bandits, Gido Ethroted, the lady of the mead hall, informs Cretin Claspedgrips that outlaws from Teethway have been causing trouble. The coincidence! In the world the narrative is unclear. What goes on depends on who you ask. Had they come to Hopefulwads first perhaps they might be in Teethway cutting down Xaked Boldblunted and her group. Instead with Teethway's goblin lasher in tow, Cretin and swordsdwarf have a look around before heading out to fight a cyclops, which becomes the goblin lasher's first trial by fire.

96
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 23, 2014, 03:48:07 am »
After that first hydra battle, and after running into a night troll on the move, cretin adventurer groups up with two new companions: speardwarf and swordsdwarf. They begin traveling south along the western mountain range.

Besides the very first encounter in this world, the cretin only fights night trolls, titans and megabeasts. Semi-megabeasts are good mainly for the possibility of finding armor in their lairs sized for dwarves and elves. Once your character has full armor, outside of narrative reasons, there isn't much of a reason to have demigods/heroes seeking them out. Semis can good for training up companions if they choose stay and fight. Training companions has the cretin using blunt attacks to the feet and legs on semis and waiting for the other dwarves to return to the fight, or bringing them back into the lair if they've fled. This unfortunately and unnaturally boosts kill count, as statistically it's possible for the misnamed Medtob Hammerfinds the swordsdwarf to have performed those deeds unassisted, but due to morale issues and just the very poor AI NPC tendency for stat vs. stat free swinging combat, it's more than likely she couldn't have done so. Similar to the real world, (NPC AI) strikers also have no answer to grappling, unless they can connect first.

When the next hydra is found, the cretin takes a different approach which is to fight in the lair. He also brings both companions with him. If they stay, one of them might be able to claim a megabeast kill, or maybe they'll both be killed, being free swingers. Their choice of course is to quickly exit the lair and fight another day than today.

The fight begins in the lair with these stats for skills and these for attributes. These skills are only slightly higher than the gain from the last hydra fight. If the optimal combat tactic is quick attack and dodge away during opponent recovery, particularly in an open environment, sub-optimal is replacing dodge away with dodge adjacent in an enclosure like a lair or a labyrinth. The hydra is quick, but not outlier night troll fast, features multiple strikes, and cannot grapple. At the right stat level for hydra, sub-optimal tactics can be used. Meeting the conditions for comfortably fighting the hydra in an enclosure seem to be along the lines of: defensive stats between talented and adept, the more general stat of fighter between expert and professional, having full armor to stop attacks that thread through your passive dodge and shield. Where dodge away can rely on just proficient shield/dodge/armor, dodge adjacent has a higher requirement. This matters a bit less with a striker like the hydra because armor and shield absorb/block fight-ending hits, but with the unarmed night troll attacking with grab, that stat comparison looks like its wrestling versus your dodge. 

The hydra fight ends rather quickly due to an early body shot that opens a major artery. Like the last hydra, the lair had nothing of interest and the group (or rather the cretin) moved on to fight an even less interesting 125 yr old(?) Roc.

The nifty thing is:

everything has been done with the same plain copper spear the cretin started with. There's not much of a reason to upgrade.

Next and last up for this character will be a dragon perhaps. Not much of a reason to seek out a bronze colossus. The time investing in waiting for a shot to bisect it is just time lost. Cretin will possibly retire and then I'll make an archer to go hunting in the world to make it grow a little.

97
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 18, 2014, 01:39:17 am »
Aften all that time in the northwest corner as mentioned in the first adventure log, cretin speardwarf and his two human companions went eastward in search of a night troll, then an ettin. 


While it can be said the unarmed, Karelin-impersonating night troll grappler is likely the most dangerous (night troll) for a player (particularly if unable to draw outdoors), all of them are bad for the NPCs—in general, generic night troll stats are really too high for NPCs you've recruited who haven't had enough fights to train up. Part of the issue is NPCs like to take free swings and just do stat vs stat combat. The other part is the NPC enemy always likes to focus attention on other NPCs. Somehow though, after both gave in to pain, the humans managed to live.

The ettin expedition was better. Cretin speardwarf just waited on reserve as the spearman and swordsman took down the ettin. I think it's the pain/tiredness penalties (not the giving into pain, just the feature of being hurt, getting winded, etc). Night trolls are purely mechanical and only suffer slowness when foot or leg is hit. Other semi-megabeasts suffer additional penalty. So all in all, a partial success as one of them got a good kill in.

Of course, all this like anything else was short-lived. Because there are times you just don't pay attention to the details and are functioning modestly unfocused, there are lairs you go to without really remembering why or what for. Is this your home? No. It's someone else's. Everything resembles yesteryear's DirecTV commercials.

The lair farthest east was home to a nice red H. Possible early surprise death is somehow nifty, and why not? So cretin speardwarf engages the hydra with workable demigod stats. The human spearman is outside and won't come in. The human swordsman is a few squares behind frozen in spot and very alert. After a few exchanges, it's clear the multiple head hydra attack and speed equal death if cretin speardwarf can't get out of the cramped lair to make the most of recovery period quick attack + dodge away (best with unending space). A terrible thing happens when jumping backwards the second time to make room. Cretin speardwarf ends up swapping positions with the swordsman who is now closest to the hydra. As cretin speardwarf exits, the swordsman is torn apart. The human spearman just stands near the entrance on the surface. Instead of a good decision, he makes the fatal one and does not flee. He is torn apart and the hydra surfaces. The recovery period exchanges begin with quick attack to the upper/lower body then dodge away, until finally the bleed out can start.
Spoiler (click to show/hide)
It's dead about a minute later. Three lives were the cost for some stat growth. Was it worth it? Hydras offer the best one fight stat increase for characters who opt not to grind at all. The answer appears to be yes.

98
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 16, 2014, 08:41:59 pm »
Decided to gen the new world for a speardwarf with something along the lines of mega 66/semi 545/titan 44/demon 55/night trolls 484/vampire 111/werebeast 258. He started at a hillock beneath the gold mountain range in northwest corner of the map. First encounter had a nice Kill Bill quality.

Afterwards I spammed beast queries at various hillocks/hamlets and found quite a few titans were one days travel north.

Had both companions stay put then ventured in. In the first encounter there was Titan P, made from diamond. Later it was discovered that Titan P had struck down titan Q for unknown reasons. Ventured west and found titan S who was just a some sort of damage sponge.
Spoiler (click to show/hide)
Skipped the relatively harmless titan I to sneak around and collect armor, which is what it seems shrines exist for. There were four dangerous titans that were avoided. Two with web and two with fire.

So the haul was 3 dead titans, and full armor albeit of hodgepodge metals, and armor skill up from skilled to proficient, spear from novice to competent. I don't see much of a reason to clear out all the killable titans as I'll likely have a few other adventurers venture up to this armor depot.

99
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 15, 2014, 06:20:51 pm »
My new swordsdwarf went in search of a dragon, after fighting a minotaur, goblin and a giant at other locations. Once I noticed the dragon's field of vision was facing away from my swordsdwarf, I duplicated the save a few times just to be able to fight the fight a few times.

1st time around, approached it from behind with proficient ambush and waited 1 tick/instant "," before checking the attack menu until I got a green headshot. This took 5 minutes of madness. Then swordsdwarf used heavy attack from behind to the head with barely adequate sword skill. This was the optimal choice. 2nd time around same process, but chose heavy attack from behind to the body. Struck the heart and opened a major artery and then the fight began. He outlasted the dragon with what was pure luck (this would be made clear much later), as the dragon bled to death. The next three fights were losses. Fighting it without the setup attack, with a short sword just didn't get enough blood flowing. The short sword didn't have the penetration depth (which the spear has) to make to most of the few body stabs that were made.

Time to pick up a spear or if that doesn't feel right, time to regen a world.

100
DF Adventure Mode Discussion / Re: Things to do in adventure mode?
« on: November 09, 2014, 02:33:38 am »
Survive for a month on a diet consisting solely of artichoke hearts. Eat berries straight from the sack. Jump across a river, and break both your legs. Sleep your injuries off. Rush to help a citizen in distress, and flee from an angry mob when everyone decides they are your enemies. Hang from the branches of a tree like a ripe fruit. Watch your eyes weep for no apparent reason. Listen to the autistic chatter in towns. Observe a couple of cheerful travelers discussing recent weather while they cordially chop each other's limbs off. Visit a forest and watch birds falling to their death after knocking themselves out when hitting a random tree. Cut an unsuspecting villager in half by throwing an oak leaf at him. Pray to gods and listen to the silence of their responses. Get killed by a bogeyman. And again. And again...
Sigging this. Too long '~'

I tried to sig this the first time I read it, too. It really does explain everything. Here and away from here.

101
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 04, 2014, 09:27:11 pm »
A few things about stress. After finally finding a pike, my speardwarf, the drunk and the pikewoman unwisely tried to sleep a few squares (fast travel map) too close to a river. My speardwarf awoke because there were 3 dingos nearby:
Spoiler (click to show/hide)

Drunk charges them only to go down in pain. Speardwarf works them down as pikewoman takes the kills shouting:
Spoiler (click to show/hide)

A short time later, my speardwarf checks in with the pike woman:
Spoiler (click to show/hide)

Once on the road again, we stop before the lair of a night creature, and both are queried:
Spoiler (click to show/hide)
So the drunk is traumatized, but the pikewomn has readjusted:
Spoiler (click to show/hide)

Fast forward to 1 day or so later:
Spoiler (click to show/hide)
And he's better it seems.

102
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 04, 2014, 12:08:44 am »
Genned a new world for 40.14, with a few changes:
-Elves use metal weapons/armor
-Goblins no longer immortal/must eat and sleep
-Cartilage and nails heal (as last adventure my speardwarf had a smashed open finger which never healed).
-Numbers for beasts: mega 33/semi 484/titan 44/demon 44/night trolls 484/vampire 111/werebeast 258

I've been rotating between a few dwarves retiring and unretiring them (some adventure, some don't) to move the world along and let it grow a bit.

This world's speardwarf recruited a drunk and armed him with a silver short sword and copper shield. Speardwarf, drunk and pikewoman are moving through the mountain range headed for a lair housing what I forget.

For some reason the pikewoman is unarmed (so we need to arm her) and unsurprisingly runs when a fight starts. The drunk on the other hand has had a very good run:


The interesting thing is:

Dishmab Letterlabors has a few trophies he didn't have before. I used to think it took a full retire before you'd see a character displaying trophies.

An interesting retirement note is any dwarf that fought any opponent of significance, upon being asked how he/she is (by my active character) responds with an assortment of "begone fear, how fragile we are, etc." So yes, hopefully next version with the stress timer fix will be put in soon. While curious, very undesirable to return to the main hillock home base to find bloodshed.

103
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 29, 2014, 06:33:28 pm »
I'm loving the wait command, now I can have as many companions I want if I just store them in (a) base. I'm currently up to 16 travel companions on a fresh adventurer who hasn't killed a soul. most of them are elves and a few dwarves one being some lord/lady consort macedwarf.
So far I have no plans for what to do with an giant army but I kinda feel like I'm Big boss. Some highly likable lieutenant of an once two man army lead by a Proud D(^i)shmab Faithfulmountains.
it also helps adventurers looking for work are pathing through our base making recruitment a breeze.

Wow. That's nice! I'll have to try this.

104
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 26, 2014, 11:46:12 am »
Sirbug, was he trying to insult you or compliment you?

105
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: October 23, 2014, 04:40:07 pm »
To try and keep my companions alive I've taken to telling the marksdwarf I recruited to wait outside of lairs and the rotating melee slot to wait a few squares behind me. Once I stack a few attack/defense penalties on the opponent, then I'll bring melee in. Current melee is a drunk I armed with a spear and shield.

If your melee companion fights from the beginning (s)he can help you get side and back attacks, but is usually mangled for the effort because of poor defense and free swinging AI.

One of other odd things that's happened is every time I drop a bag filled with food and water outside a site before engaging, this bag just randomly moves to another location once I come back out.

How did you arm him? I cant get adv-bodyswap to work with the latest starter pack release. DF hack said it is an un known command.
Buy all containres like pouch, and sell them weapon and then shield. :)

@kingu

The drunk I recruited had no container of any kind so I just gave him the spear then the shield.

But if someone has a container, do what Nikow suggested.


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