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Messages - Max™

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8941
DF Adventure Mode Discussion / Re: Adventures on Monster Island
« on: February 24, 2015, 10:44:45 pm »
Redead Undead Corpse Corpse Recipe:

Ingredients:
~1 Battle Axe, preferably good quality and better metal than copper.
~2 Hands.
~1+ Shield(s), stir liberally, you can't go wrong with more than 1!

Preparation:
~Find your rotting friends and get their attention, hurling something at them works well. After they notice you, RUN LIKE HELL, keep at it until they line up nice and orderly, and let them come to you! Do not rush into a swarm of overactive corpses if you aren't sure you're going to survive. Pro-tip: if you needed this recipe you won't survive.

~When they get just close enough to engage, take your axe and chop the most inviting head or hand available off, while dodging away from the line, it's ok if you miss, they'll keep chasing you, trust me. Repeat two or three times, and don't worry if there is a necromancer around trying to reanimate the bits you're removing: a good solid kick is surprisingly devastating when you resemble a soccer ball or Thing.

~Advanced preparation method: add another axe and a bit of flair!

8942
DF Dwarf Mode Discussion / Re: training military: glass cannon
« on: February 24, 2015, 10:21:58 pm »
Hmmm... wasn't there something about failed attempts at making weapons transfer effects by syndromes where they did give it to the dwarf?

Wonder if you could make the different metals give a delayed onset syndrome which increased armor user skill gain and was tuned to the different weights?

Hell, that would give a reason to make copper crap!

8943
DF Dwarf Mode Discussion / Re: armor effectiveness
« on: February 24, 2015, 09:59:32 pm »
Small correction: always better than no armor at all, from my experiences with stupidly skilled, absurdly strong, game-breakingly fast vampire adventurers swinging around artifact weaponry, the number of times I go in expecting "hacks the gobby in the lower body and the severed part sails off in an arc" only to see "tearing the guts through the troll hair robe" or "alpaca leather cloak" are much higher than one would think.

Amusingly enough, the most use I get personally, and the most use I see the npcs get out of breastplates are:

1. Hitting the ground after falling out of a tree (either because I tossed them, smacked them, or misjudged a jump... *poomf*) and having my armor take the impact for me.

or

2. Skidding across the ground after I slam into them with a Dragonfall, but that doesn't always prevent horrible injuries (seriously, errrmmm, not sure if the occasional explosion of teeth is worse than curbgelding someone but yikes) though it does help keep from dragging your lungs across the ground and I don't think I've ever seen a broken rib through a breastplate outside of smashing one with a vastly superior metal weapon.

8944
DF Dwarf Mode Discussion / Re: armor effectiveness
« on: February 24, 2015, 01:59:02 pm »
I will say this: using gui/hack-wish to improvise a set of dragon bone plate armor after learning you can't advfort some as an outsider and then fighting as you are used to doing while wearing actual plate armor is not wise.

Is bone better than leather? I'm not sure, I mostly just use leather armor in forts as a cheap clothing replacement by drafting all civvies into squads and issuing them leather armor/leggings/boots at a minimum... (replace clothing first, THEN after they're geared properly let them wear it over clothing) and I usually toss in a quiver/crossbow/shield at some point so they can plink at stuff and have a bit more survivability than default clothing.

8945
That guy was a dick, and probably deserved the brainstabbing.

Why is the cuteness of the "Mother, is that you? Child, is that you?" *Dwarf Child embraces Dwarf Brewer* enough to make up for the annoyance of herding a clambering mess of jerkasses across the countryside, through countless pointless fights, tiresome river crossings, and--assuming you're on a vampire kick as I have been lately--not being able to drink the blood of your enemies without them flipping out?

8946
DF Dwarf Mode Discussion / Re: armor effectiveness
« on: February 24, 2015, 01:37:41 pm »
It's so weird because I've never been in a seriously dangerous fight as an adventurer and thought "I should totally try to take this guys nose off with my axe", except in the sense that the nose AND head coming off together might qualify... but I get the most random stuff happening to me.

I had a dragon get a hold of me as an outsider yesterday, rather than bathing me in fire when my initial sneaky stab to the brain attempt didn't work, it tried to grab me, I dodged and tried to stab it in the thinkyparts again to no avail, so it claws at me... taking my nose off... I finally manage to get a solid hit to the head but only chip the skull and it follows by up... grabbing my leg and managing to tear it off while I was able to introduce the pointy bit of my pointy stick to the thinkyparts bit and crawl away to wonder if I can find a crutch.

A DRAGON... left me crawling away bleeding, missing my leg... and my nose... I don't get the targeting priorities there.

8947
DF Dwarf Mode Discussion / Re: training military: glass cannon
« on: February 24, 2015, 01:29:44 pm »
Figure out how to make them wrestle cats in as much armor and clothing as possible, then have them hold 20 shields and wrestle cats some more?

Training armor skill is such a pain compared to shield skill, since you can't wear 20 suits of armor and don't get experience per piece of armor like you do shields.

8948
DF Dwarf Mode Discussion / Re: armor effectiveness
« on: February 24, 2015, 01:09:06 pm »
Yeah, when I feel like twinking out an adventurer in full kit using a reclaim fort+forced moods (and some gm-editor brainwashing of preferences >.> I should figure out how to write scripts and do one for this) I like to do:

Soulsteel (simple modded metal, steel mass+adamantine stiffness/edge/yadada):
Helm
Mail Shirt
Gauntlet + Gauntlet
High Boot + High Boot
Weapon of choice
Shield

Then if there are extra folks (tweak makeown'D prior residents and such) I toss in greaves/breastplate/more weapon artifacts, if not I slap masterwork soulsteel stuff in those slots and then the most important part to keep my adventurer pretty as long as possible:

First I dfhack up some candy cloth, then crank out at minimum a masterwork hood and cloak, then a backpack+waterskin and other clothing if I feel like going through the extra steps. Get it all set aside and retire the fort, or the surefire way nothing vanishes between retirement and my adventurer reaching the site (which artifacts do sometimes, still not sure why) is to mode set > arena > assume control of a dorf > mode set adventurer > grab the gear > drop it off somewhere nearby and retire, gear up accordingly.

The difference between full plate+mail shirt with nothing else and the same setup with the candy cloak and hood is basically lots of "her nose is gone, her upper front teeth is gone, her right eye is mangled beyond recognition" injuries without the cloak... though I think the hood is a placebo mostly.

8949
DF Community Games & Stories / Re: The Hall of Legends
« on: February 24, 2015, 12:58:11 pm »
Pretty sure that's over 6 now, yay!

8950
Hmmm, I'm still wondering whether it is something that I left out when I plucked your vampires or something else I have in place that keeps bites from spreading vampirism.

Totally adore you though for getting me to play around with interactions and stuff as it helped make a lot of modding more productive, I'm still trying to decide if it would be worth the risk to try and add a "Martial Trance" interaction which activates the bullet time vampire speed effect... it's sooooo fun being able to smack someone off their feet, run by and feed on them in mid-air, then wait for them to land and smack them back the other way like some sort of less horrible version of tennis.

...but then I'd have to deal with possibly screwing up the controls on the effect and having random dorf civvies punching my brains out in hyperspeed.

8951
DF Community Games & Stories / Re: The Hall of Legends
« on: February 24, 2015, 09:59:18 am »
Plus their dust spewing three eyed bulbuous shelled dog!

Also, Earwig started updating the tales of Vanod again LAST FREAKING NIGHT out of like, nowhere... so, check it out.

8952
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 24, 2015, 09:31:51 am »
But I went into a fortress to find them all asleep!
plz explan

I actually can't find [NO_SLEEP] in their raws, but I've never caught a goblin sleeping during play. Especially not at night, since they have [NOCTURNAL]. Day or night, any time I pass through dark pits they're wide awake. Incidentally, I've never had to sleep while playing as a goblin adventurer, either. Either [NOCTURNAL] is doing more than advertised or it's something I'm just not seeing.

Grabbed the SS since this thread popped into my head when I got up there.

Was a really weird pit region too since it was partially embedded in a mountain.

8953
DF Dwarf Mode Discussion / Re: Play DF on a tenkeyless keyboard?
« on: February 23, 2015, 11:41:23 pm »
Oh glee, new keyboard arrived, it's nice and satisfying to type on, much nicer feeling overall, massy and such, and my weird mousekeys.xkb and df binds work flawlessly with the compact layout.

8954
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 23, 2015, 10:08:49 pm »
I... what the hell... now I know how my cat feels when he gets confused about stuff.

8955
DF Adventure Mode Discussion / Re: Adventures on Monster Island
« on: February 23, 2015, 10:03:33 pm »
Metal.

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