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Messages - ClorrProdigal

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76
DF Adventure Mode Discussion / Re: Currency Woes
« on: January 11, 2015, 07:01:24 pm »
I ignore the currency system all together. All my food comes from my dead enemies and the occasional animal and all my gear comes from my dead enemies and is occasionally stolen from various sites.

The only time I pick up money is when in has a picture of me on it.

77
DF Adventure Mode Discussion / Re: Have you ever buried a companion?
« on: January 09, 2015, 12:23:20 am »
When I come across a companion I actually like I usually butcher them and carry around their skulls. It may not be the most dignified memorial but I'm generally unwilling to risk being ambushed while hauling a corpse to the nearest site.   

78
DF Adventure Mode Discussion / Re: 2h swords
« on: January 05, 2015, 02:56:12 pm »
In one of the old "best weapon" threads I remember someone commenting on how effective two handed  swords are for humans because of their size, length, and the fact that two handed swords can be held by humans in one hand.

I play a human using a two handed sword with one hand and many headless victims bandits can attest to it effectiveness

79
DF Adventure Mode Discussion / Re: How does the Claim System work?
« on: December 22, 2014, 09:07:26 pm »
You only have to claim the site and kill (or run out of town) the current owner in order for the site to officially become yours. The population will still belong to to the group that owned the town before you. Telling them that you've killed their old leader and asking them to join your new group usually fixes that. Or you can kill everyone. That's faster. ;D

80
DF Adventure Mode Discussion / Re: Anyone know how odors work?
« on: December 21, 2014, 04:55:42 pm »
Success! Followed the smell of cooked flesh and promptly got my arms broken by a night troll.

81
DF Adventure Mode Discussion / Anyone know how odors work?
« on: December 20, 2014, 01:31:20 pm »
There doesn't seem to be any information on the wiki explaining how odors work and I was wondering if anyone could explaine it. I understand that it is supposed to play a role in tracking but by adventure smells things like death or cooked flesh in strange places with out any way to track the source. Is it just that more for smell is planned for the future?

82
DF Adventure Mode Discussion / Re: Opinion on Elves
« on: December 20, 2014, 02:11:13 am »
However, many player-controlled adventurers are chaotic cannibals themselves!

Mine certainly are. I don't particularly dislike elves. I always show them the same degree of respect I show other races (except for kobolds). They are definitely an annoyance in fortress mode though. 

83
Is this the only way? I'd been hoping to turn my retired adventurers into military commanders. Also is it possible for nondwarfs to stay retired in a player fortress?

84
DF Adventure Mode Discussion / Re: What sort of adventurer do you create?
« on: December 17, 2014, 09:38:17 am »
I usually play a human demigod with the wiki's suggested build thought I usually start fewer points in weapons and shields and a few more in swimming and climbing. He's a righteous hero who goes about stabbing wild animals, wrestling bandits to death and slaying anything that catches his interest. Until he Achieves legendary status, then he becomes a murderous super soldier.

85
DF Modding / Re: Vampire Race
« on: December 14, 2014, 01:26:22 am »
Why thank you. Now to work!

86
DF Modding / Re: Vampire Race
« on: December 13, 2014, 07:37:30 pm »
Sorry I meant to say interactions. So with the proper combination of tags it should be possible though? What about the heightened atributes?

87
DF Modding / Re: Vampire Race
« on: December 13, 2014, 07:13:04 pm »
What about blood sucking? Can you make a reaction for that? Can that reaction transmit the vampire syndrome?

88
DF Modding / Vampire Race
« on: December 13, 2014, 02:22:50 pm »
would it be possible to mod in a race were everyone born into it has most or all of the benefits and abilities that vampires have?

89
So I've led a dozen prisoners, mostly kids, out of a pit and taken them safely to a nearby hamlet.  I've asked them all where they want me to take them and gotten a list of relative names and towns.  The hamlet I'm in is where one of these relatives lives...

...so how am I supposed to find them?  The kid's dialogue doesn't change when I'm in town, I can't seem to spread rumors of this kid's kidnapping, I can't ask for directions to the parent.  The hamlet's probably too big to search (and I don't want to introduce myself to everyone to learn their names).

Do I need to return the kid for the quest to be successful?  My Q screen agreement does just say "Bugi Hedgepeek agreed to join you to be brought safely away from Sternhorrors", which does feel pretty accomplished at this point.

(Related question:  I don't seem to know about some of the towns that others want me to take them to.  I can't find them in 'Sites' on my travel map, and I can't ask about them.  Any ideas?)
Ask said prisoner about your journey together, they'll tell you where they want to go. Then once you get there just walk into random buildings and make sure the npcs actually see the child. Eventually they'll see someone they recognize and leave your party.   

90
DF Adventure Mode Discussion / Re: Sewer System
« on: September 30, 2014, 08:26:09 pm »
So vampires actually feed during play now?

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