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Messages - Dampe

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796
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: December 29, 2014, 10:01:09 pm »
The example interaction within the raws has the mummy curse giving this:
Code: [Select]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0]
This means that there is a 20% chance that any skill roll you make will be done at 0% of your current skill level. Which means that regardless of your skill, you always have a 20% chance to botch an action. Since there is no defined end to this effect, it will last forever.

And I made a mistake earlier. It's mummies that cannot become werebeasts or vampires. The syndrome class DISTURBANCE_CURSE is applied to the mummy, and not their victim. I misread the raws before.

This is without a doubt my least favorite part of Dwarf Fortress.
I love robbing tombs, but I hate that I get screwed over permanently for doing it.

797
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 29, 2014, 09:52:38 pm »
I just got ambushed by goblins while walking through the city. I don't even know any more.

Also, it lags soo badly in cities.

Aaand the ambushers shot me instantly, causing me to pass out instantly, and I'm not geting any combat messages. There are four goblins surrounding my unconscious body now, presumably attacking it, but between the lag and the lack of reports it's impossible to tell what's happening.

Dude, I feel you.
I play Dwarf Fortress on a twelve-year old PC that's running Windows XP.

798
DF Adventure Mode Discussion / Re: How do you start as an adventurer
« on: December 29, 2014, 09:38:51 pm »
Well, you should probably be a Demigod if you want it to be "easy" (in the Dwarf Fortress sense of that word). After that, just complete quests and spread rumors of your accomplishments.

I just saw you are making an adventure mode guide which is awesome (gonna need it) how is your progress? :)
Oh, God.
I scrapped that a looooong time ago.
I've been far too busy with my Modern Weapons Mod, and what I did have was on a flash drive that is FUBAR.
(i.e. it's in about five pieces at the moment and you can't just glue the things back together.)
In short, I am further away from having a complete adventure mode guide now than I was when I started making one.

799
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: December 29, 2014, 09:27:26 pm »
I managed to find a barrel length on the Terminator wiki, but the wiki didn't specify whether it was Schwarzenegger's version listed.
Wikipedia states that one of the factory-standard barrel lengths was 20 inches; the image I posted was of the 1887 that was used on-screen, which looks to be about an 18-inch barrel. I don't know how your system works it out, but I would probably use the 18- to 20-inch measurement as a safe standing point.
Alright. Once I get around to it, it'll go in the special category with the M41A Pulse Rifle. Was the one Schwarzenegger used a 10- or a 12-gauge?
[EDIT: Calling it a night. Weapons count up to 196. Will finish pistols tomorrow for sure.]

800
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: December 29, 2014, 07:25:00 pm »
The M1887 in Judgment Day was a sawed-off variation with a shortened barrel and an enlarged lever loop for one-handed spin-cocking. I'm not sure how a shortened barrel would affect it, aside from reduced muzzle velocity.
Okay, thanks. The shortened barrel affects it in the raws because of the system I use to organize and balance the firearms. Let me see if I can find the exact barrel length for Arnie's M1887.
[EDIT: I managed to find a barrel length on the Terminator wiki, but the wiki didn't specify whether it was Schwarzenegger's version listed.]

801
DF General Discussion / Re: What Would Urist Do?
« on: December 29, 2014, 01:46:50 am »
Drown.

What would Urist do if he discovered his mother was a fishperson?

Make dwarven caviar?

WWUD if he found a masterwork wool sock?

802
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: December 29, 2014, 01:43:15 am »
It is 12:38 A.M. where I am.
I just finished adding the one hundred and forty-seventh pistol into this mod.
I'm about halfway done...
with the fucking handguns.
I am going to finish this mod or die trying, goddammit.
Definitely not tonight.
Probably not tomorrow.
But maybe Tuesday.

803
DF Adventure Mode Discussion / Re: How do you start as an adventurer
« on: December 28, 2014, 04:14:56 pm »
Well, you should probably be a Demigod if you want it to be "easy" (in the Dwarf Fortress sense of that word). After that, just complete quests and spread rumors of your accomplishments.

804
DF Adventure Mode Discussion / Re: Are you moral?
« on: December 28, 2014, 04:12:53 pm »
I respect most races: human, dwarves, elves... But when I go into dark fortresses I slaughter all the goblinkind until I'm legendary... So, I suppose I'm a racist bastard with double standards, which is one way or another immoral.
"I love all creatures, no matter what color their skin is! Except for those little green gobbo bastards..."

805
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: December 28, 2014, 08:54:57 am »
Medic!

I'm walking around with a silver bolt stuck through my ribs. How can I pull it out? Should I pull it out?

Shift, plus <I>nteract.
You'll bleed for a little bit, but it's better than having a crossbow bolt in your ribcage.

806
Other Games / Re: How did you last *own*?
« on: December 28, 2014, 08:52:19 am »
I thought taunt animations cancel if you get juggled?
Either way, TF2 is filled with all kinds of little glitches and quirks at this point.
My favorite is firing the Engineer's pistol while holding down the "Reload" key.
It makes him hold it more sideways, so I feel like a gangsta.

807
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: December 28, 2014, 01:05:02 am »
Seems very interesting (though likely highly complicated)! I might have to download this and look at everything.

One question: Is the Winchester Model 1887 shotgun (the one from Terminator 2) included, or is that for a later date?

Though I haven't added them in yet, there will be a wide variety of Winchester shotguns. (I own a Winchester Model 50 in real life, so I've got a soft spot for their weapons.) The factory-standard 1887 was on my "planned" list, but the Winchester that Arnold used in Judgement Day wasn't. However, since I already had movie guns planned, (Only one I've gotten written out is the M41 Pulse Rifle from Aliens, and I got it to fire both standard rounds and grenades, since it chambered unique calibers in the movie.) I certainly can put it in. If I recall correctly, Schwarzenegger's Winchester didn't have a stock, so he could fire it one-handed. I'll have to do some research to see if the barrel length of the weapon was changed, or if it was just the stock. If only the stock was changed, it'll be easy. If the barrel length was changed, I'll have to do some other stuff, because of the way the weapons are in the raws. Anyways, I will put it on a request list. If anyone else has a weapon they want to see in here (The main requirement is that it was manufactured after the American Civil War, but other than that, there isn't much), just say what it is, and I'll see what I can do.

808
Mod Releases / Re: Dampe's Modern Weapons Mod (Coming Very Soon!)
« on: December 28, 2014, 12:41:37 am »
I've got the next three days off from anything that resembles work, so I should be able to make significant progress on the mod.
0.04 involved the reconfiguring of the ammunition so it would make more sense, so I had to scrap the weapons I had and start from scratch.
I've just finished up the Taurus/Rossi weapons set, and that concludes the American handguns set.
Ideally, I'll finish up all the handguns by tomorrow. That would leave machine pistols (what I've categorized weapons too large to qualify as handguns, but too small to be categorized as submachine guns), submachine guns, rifles, machine guns, shotguns, anti-armor weapons, melee weapons, clothing and armor. Additional miscellaneous stuff also needs to be worked on.
I've not yet had a chance to do any !!SCIENCE!! with the firearms yet, but everything looks okay raw-wise so far.

809
Going above 500 years tends to have less wars (the civs get bored or something), and many of the world's beasts will have died.
IF you're going for a small world, leg is much less of an issue than in a larger one, so when I play adventure mode I always for for small or smaller, with about 500 years, still get a good amount of vampires and night creatures, as night creatures spread and vampires almost never die in worldgen
But 125 is fine for finding loot and lots of people, less tombs though

I'd be wanting a world that's medium or larger.
Would 250 be good?

810
DF Adventure Mode Discussion / Re: Sewers blocked
« on: December 23, 2014, 11:27:15 am »
Sewers are kind of buggy/fiddly iirc.
You may not be able to get in.

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