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Messages - Quartz_Mace

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1201
I just noticed that Nil worships Kat, the God of WAR and fortresses, and Sanad Boarambers, the Goddess of agriculture, rain, light and RAINBOWS. Anyone else find it odd?

Clearly Nil is the sort of dwarf who likes their warfare set in a pleasant and calming locale.

Fountains of blood and ribbons of gore in a scenic meadow with a little brook and some butterflies and so on.
Perhaps... But maybe it means rainbows in a metaphorical sense, like a rainbow always comes after the storm. Something good always follows something bad. Then again, I don't think Dwarves worship metaphors. Can't deny that what you said sounds quite nice, though.

1202
I just noticed that Nil worships Kat, the God of WAR and fortresses, and Sanad Boarambers, the Goddess of agriculture, rain, light and RAINBOWS. Anyone else find it odd?

1203
Well, quite a bit has happened, so I think I should write the next journal entry for Nil.

 The Defense

Spoiler (click to show/hide)

1204
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 08, 2014, 07:39:59 pm »
Even with the well, somebody dehydrated. Carp.

Yes, if you build a well over a pond with a carp in it and keep using the well, eventually the carp gets dehydrated.
Funny thing is, there IS a fish of some sort in the well. I don't think it's a carp, though.
You could try killing it, but the corpse would be a problem... Maybe flush it out and refill your reservoir?

1205
DF Adventure Mode Discussion / Re: Dwarf Chat Simulator Thread
« on: September 08, 2014, 03:58:32 pm »
The Holy Lobster greets you.

1206
DF Community Games & Stories / Re: Elf Mode
« on: September 08, 2014, 03:12:21 pm »
Just to avoid confusion, I only want an Elf. I am not interested in any overseer turn or what have you, only the Elf.

1207
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 08, 2014, 06:03:10 am »
Uhm... The hell? I was trying to take on an invading army with 14 companions, when the apparent leader showed up: he was labeled as a scythemaster!! Were scythes put in as a weapon, and we just weren't told? I don't have any weapon mods in, and, in my confusion, I didn't take screenshots, but with three slashes this guy cut off my hand, cut open my head, then decapitated me. If I see even the word scythe anywhere, I'll screen shot it. Has anyone else seen that?
More importantly, what weapon did he actually use? If it was a scythe, cool, but I haven't heard about them being added.

1208
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 08, 2014, 06:00:08 am »
Woop woop, caged a minotaur.

Any idea what do I do with it?
When an FB comes, let then fight to the death. If he dies, throw in some trolls. Good way to kill prisoners and Beasts.

1209
DF Dwarf Mode Discussion / Re: Metal at embark
« on: September 07, 2014, 11:12:12 pm »
Giant axe blades are better and they train up your metalsmiths, plus you can use the masterworks once they start popping out.
Honestly, I prefer serrated discs to giant axe blades because they hit 3 times with the power to chop off limbs, as opposed to hitting once with the power to bisect a Goblin. Seriously, you don't need to chop an enemy in half to kill them, but for metal making purposes, they're the same.
EDIT: Double checked the wiki. It turns out giant axe blades are better for melting at 150% efficiency as opposed to discs 120%

1210

 I worry about Nil, as he is somewhat on the cowardly side.[/i]

Has he proved himself by single-handedly killing an archer and helping to kill another enemy that attempted to escape?

Also, when you said you'd use no full suits of heavy armor, what exactly does that mean? I take it mail, helms, gauntlets, and boots are allowed, correct?

Nil killed zero enemies, but he did knock one over, who Maskwolf proceeded to then perform deconstructive facial surgery on and has killed numerous other things since the last update. Magma crabs squish good.

Typical uniform will consist of

Metal helmet (leather if no metal ones can be made/aren't available)
mail coif
Mail shirt/hauberk
Leather armor over said mail shirt
Leather trousers or chain leggings
cloth or silk shirt, cloak, and hood (they're made of fabric for theme reasons)
Metal hand and foot protection or leather high boots and gloves if resources are lacking for whatever reason
wooden shields to save on metals and weight
Melee weapon of the user's choice.

Marksdwarves will generally not have the boots or leggings (leather boots and leggings/trousers for them,) and don't get shields (again for theme; how many people do you know that can fire a full size crossbow one handed?)

The uniform provides full coverage for thoughts, is relatively light weight, and will do its job if made of the best materials. Except against arrows and bolts, because nothing will stop projectiles. Leather armor is used mainly because it's the minimum needed to prevent wrestling accidents and fits my newfound love of fast and deadly compared to the typical player's comparable tanks. plus it's more FUN when there's more risk for the militia.
Oops, read that wrong. Fixing journal now. As far as the armor goes, seems good to me. With my vanilla experience, full plate armor does serve some use: it makes a ranged attack survivable, but one can still knock out a full steel clad Dwarf, making them as good as dead. Another huge drawback is the decrease in response time, and if the Dwarf's inferior in armor skill, they'll easily pass out in combat trying to get back off the ground or run too far too fast. Also, I've lost a fair amount of armored Dwarves to falling in stagnant pools while too heavy to swim, the culprit: heavy armor. After this, I've limited armor to chain for widespread protection and plate (helms, gauntlets, boots) for extremities. What's good about your set-up is that it has full coverage, little encumbrance, and protects well. By the time a sword cuts through leather, mail, and skin, a killing strike will be a wounding strike, a crippling strike a flesh wound, and a passing blow will glance off entirely.

1211

 I worry about Nil, as he is somewhat on the cowardly side.[/i]

Has he proved himself by single-handedly killing an archer and helping to kill another enemy that attempted to escape?

Also, when you said you'd use no full suits of heavy armor, what exactly does that mean? I take it mail, helms, gauntlets, and boots are allowed, correct?

1212
DF Community Games & Stories / Re: Elf Mode
« on: September 07, 2014, 08:19:17 pm »
That's basically what the hearts are.

I should probably mention that there's currently no way to give items the "grown" flag without DFhack, so yeah, give the spring caravan clothes, not hearts.
Ah, okay.

1213
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 07, 2014, 07:00:02 pm »
stealthed werebeasts are the new source of FUN now. case and point, a wereopposum sneaked its way into my fort and was discovered only after it crossed my lockdown bridge. The beast then proceeded to devastate my fort, leaving one dwarf dead and two infected in the first year.

the only thing worse is probably werecats since they come with legendary climber.
No, Wereelk can be worse. They can gore 6 Dwarves and infect another in short order. Also, look at the STEALTHED WEREMAMMOTHS thread...

1214
DF Community Games & Stories / Re: Elf Mode
« on: September 07, 2014, 06:48:37 pm »
Actually, no. I don't know that there's a way to check for nearby trees when building a workshop, and I don't believe you can have an interaction target them either, so elves rely on what I call heartwood to get the process started. Basically, you embark with a few (three or four should be enough) and the logs to build their shrines. Those shrines generate logs, which are then used at the existing Craftself's and Carpenter's shops as well as the Guardshaper and Warshaper shrines, which create weapons and armor. They can also be infused with metals once you trade with the dwarves or humans for picks. Ideally this would be coded in a way that required trees, but since the only specification one can make is for magma, I can't do so.


I could probably write up a quick tutorial if you guys wanted me to.
Maybe you could embark with saplings that are required to build the workshops, and can also be produced by them. I'm no modder, but that could work.

1215
DF Community Games & Stories / Re: Elf Mode
« on: September 07, 2014, 06:37:04 pm »
Actually, you'd be surprised. Relatively treeless locations are easier to settle because you can't clear trees.
Right, but don't you need trees to sing?

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