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Messages - FallenAngel

Pages: 1 ... 13 14 [15] 16 17 ... 88
211
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 15, 2015, 05:42:52 pm »
Since the standard bandits are giving absolutely zero challenge to a shieldball, I've been trying to find anything stronger.
I'd settle for an Ettin or Minotaur; something harder like a dragon or hydra would be preferred.
But no; absolutely nobody knows the exact location of any megabeast or semimegabeast, and I'm not searching every map tile of each area to try to find any of them.
I've been trying to use legends to locate them to no avail; all I've found is an ettin in a fortress.

212
DF Adventure Mode Discussion / Re: Is it worth it to not have a shield?
« on: January 15, 2015, 04:25:25 pm »
The exact opposite of not having a shield, having all the shields, is an invincible strategy.
All hail shieldballs.

213
I agree with a bunch of different variations.
I'll just hurl my ideas out.
Also, features some stuff posted in this thread because why not.

Giant
  • 2x larger by default, normally goes up to 20x
  • no major changes besides size
  • already aggressive creatures become more vicious, otherwise, they act the same

Dire
  • Between 1.1x and 1.8x times normal size
  • much more aggressive and prone to rage
  • omnivores become more frequent meat-eaters
  • stronger attacks

Dwarven
  • 0.6x to 0.85x times normal size
  • humanoids steal booze
  • wild animals drink your booze
  • greater strength, reduced agility

Small
  • 0.4x to 0.7x times normal size
  • significant agility/gait speed boost
  • loss of strength and toughness
  • war trainable for the lulz

Tiny
  • 0.1x to 0.33x times normal size
  • extremely agile
  • very fragile

Minuscule
  • 0.01x to 0.09x times normal size
  • basically impossible to catch or hit
  • weak enough that one hit should be enough
  • basically vermin, but able to be hit

Giant Giant
  • 20x larger by default, normally goes up to 200x
  • due to size, severe drop in agility, gains to endurance, strength, and toughness
  • carnivores and omnivores are much more vicious, herbivores are just far harder to fight

Massive
  • Any creature larger than 250x times regular size
  • very low agility, but extremely tough to kill, even with spears
  • even herbivores are somewhat more vicious than usual

Might think of more.

214
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 14, 2015, 05:57:02 pm »
Final tally:
14 shields
15 bucklers
Let's see if anything can hurt me.
If I can catch 'em.
I'll keep my meat shields until they die, then I'll get no more.

EDIT: Walked into goblin camp, got attacked. After fighting a bunch of goblins, already went from Adept to Legendary. Turns out 29 total shields makes your shield user skill skyrocket; spatial and kinesthetic senses quickly went to High from Average.

215
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 14, 2015, 05:29:12 pm »
About to try a fun adventurer idea - holding as many shields as possible.
My character's whole name is Shieldball. I'm taking every last shield and buckler from this mead hall, getting some meat shields companions, and going off to fight stuff.
Given DF's mechanics, shouldn't holding ~15 shield's worth of shield items (bucklers aren't a "full" shield) make you nigh invulnerable?

216
DF Dwarf Mode Discussion / Re: Aquifers?
« on: January 14, 2015, 03:04:01 pm »
If you're draining the whole magma sea, aquifers make it easier, but if you have a river, it's still more than possible.
You just need infinite water.

217
Because only things with cool beards can invent cool things.
Humans have rather cool beards, so their inventions are rather cool.
Dwarves have DWARFY beards, so their inventions are DWARFY.

Why does drinking liquids covering your body no longer restore thirst?

218
DF Dwarf Mode Discussion / Re: Fortress Strategy
« on: January 14, 2015, 02:36:50 pm »
I typically disable cooking of Plump Helmets so at least one food product's seeds are common.
The stills outpace the cooks by a mile, though, so not much is lost.

219
DF Dwarf Mode Discussion / Re: Fortress Strategy
« on: January 14, 2015, 12:26:22 pm »
My way is to have at least 1 farm plot made able to grow surface plants through channeling and reflooring.
I also use 5x5 plots.
Harvest things from the outside to eventually get seeds to make farms that grow surface plants reasonable.

220
DF Dwarf Mode Discussion / Re: Oh, the vomit....
« on: January 14, 2015, 12:21:52 pm »
If you want to minimize vomit, find those who are fully cave-adapted and prevent them from leaving the underground through various means.
At the same time, maximize the time others are in the sun. Preferably with a courtyard with statues with walls as high as possible. And overhangs.

221
Because peanut butter's too human - peanut booze, on the other hand, is dwarfy.

Why are bitter melons inedible but their leaves edible?

222
DF Dwarf Mode Discussion / Re: How is it meant to be played?
« on: January 14, 2015, 12:14:54 pm »
Fun (and !!Fun!!) are always fun.
I try to maximize fun and get a safe amount of Fun and !!Fun!!.

223
I have no clue.
I usually find out symptoms by hurling cats at it until it goes away.

224
I think it might only do that to small parts, like spleens.
Watch closely, her fingers might be declared mangled.
Blistering alone's probably nonlethal, though.

225
In your major hallwys, put a ditch with 3/7 water in it. The dwarves will path through it just fine, and they will get cleaned as they do it.

If possible, have it so it can be drained.
Even better, have a typically retracted bridge over it - when it's time to purge, make the bridge appear again, purge with magma, then refill with water, then retract again.
Typically, I let dwarves stay dirty. Helps with intimidating traders, migrants, and invaders.

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