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Messages - peasant cretin

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1036
DF Adventure Mode Discussion / Re: Help getting/completing quests,..
« on: September 14, 2015, 08:12:12 pm »
Many features are broken/unfinished.

Behavior is not working as intended right now, so responses don't make sense/are underwhelming. Your enemies may politely chat with you while tearing your arms off, or run screaming for their lives. When you finish a quest you're just met with indifference. This is all normal.

When you ask about quests, who you ask can determine how much info you get, but this varies and is inconsistent.

If you check for quests with Inquire about any Troubles, it'll be more random as to what you get.

Bring up specific incident or rumor *normally works better* but this is based on where you spawn. Usually I use this and just spread the first 2 pages of rumors, asking for directions to the mentioned location. This should be abductions, or semimegabeasts and then night trolls first if it's about "name of creature" being present in a certain area. It could also be about power struggles.

When I spawn in the wrong location they'll go on about titans and megabeasts.

Bring up specific incident or rumor is broken since an NPC who may have no idea where anything is when Inquired about any Troubles, will now be able to give you information.

So everything's off.

1037
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 13, 2015, 04:23:38 pm »
I was wondering if you changed a MAIL_SHIRT's armor level from 2 to 1, would that make it weaker? I'm not clear as to whether the [ARMORLEVEL:x] token overrules the material strength. Or it really doesn't matter since metal armor always functions as [ARMORLEVEL:2].

Apologies for my [NATURAL_SKILL:IDIOCY:9].

1038
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 13, 2015, 01:57:35 pm »
Companions seem more given to bravery when you have a small Rumrusher warband. Maybe that's just more chances for positive reactions to "insert creature name," but when you only travel with two there's generally just flight.

Here there's just 6 of us. Funny thing is the swordswoman makes her fifth notable kill, earns her name, and then just vaunts. Yes, it's just a bear, but I've never seen such enthusiasm from the likes of someone:
Spoiler (click to show/hide)
And then the pure finality whose seriousness is for once not laughable as it would have been in the snark of the real world:
Spoiler (click to show/hide)

1039
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 11, 2015, 06:00:47 pm »
Thanks BlackFlyme. I was always a bit confused about that.

1040
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 11, 2015, 04:58:36 pm »
If you give a giant [NATURAL_SKILL:MELEE_COMBAT:3] is this just the minimum skill (which world gen could make much higher) or the set, unchanging skill level?

1041
DF Adventure Mode Discussion / Re: My greatest character died
« on: September 08, 2015, 05:25:44 pm »
Set fire to the squares around him instead of a campfire and his corpse will incinerate, leaving only his arms and armour behind - his ashes scattered to the winds.

Thanks for this! A related question is can you set fire to buildings? I vaguely remember it was no, but trees yes.

1042
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 07, 2015, 03:32:10 pm »

So yeah, it's just weird. I modded in gambesons but not any insert adjective plate armor.

1043
DF Adventure Mode Discussion / Re: Oddness with stuckins
« on: September 07, 2015, 03:06:43 pm »
It does, though. You can't dodge while wrestling.

^This is true when the grab was solidified the previous turn. Now your options will no longer include dodge.

If you are both at neutral, the next tick opponent features grab, so you opt to dodge away -- what can happen is the grab is made, but since you're already dodging away you still end up in your destination tile, and the grab is then broken. That really shouldn't happen. That's also one of the things that helps cause the multi-attack combo with controlled dodge away to be so overpowered. Something needs to be sorted with simultaneous actions.

1044
DF Adventure Mode Discussion / Re: Oddness with stuckins
« on: September 07, 2015, 02:56:15 pm »
Just autoattack the person your weapon is stuck in. You pull out the weapon and it only takes a single frame.

No, no, I had said one way was to move in the direction of your opponent (with the auto attack). Reducing negative outcome isn't the issue.

It's the just strange that there are two outcomes. One has no cost, the other if navigated poorly has potentially high cost.

I happen to think the autotattack should have the same costly result as interacting with a stuckin. Sort of like how grab should negate dodge away.

1045
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: September 07, 2015, 02:27:46 pm »
I was mucking around a migration period mod where I removed breastplates/gauntlets/greaves/metal boots from the raws.

Testing it in Adventure mode, I happened on a abandoned fortress and decided to have a look at their market and noticed these dwarves had made all sorts of plate armor items with various adjectives added (conical, bulging, square, thin, jagged, etc). I rarely play fort mode other than to make few rooms and plant a farm or two, so this is all new to me.

So what a dwarven civ makes is essentially hardcoded?

1046
DF Adventure Mode Discussion / Oddness with stuckins
« on: September 07, 2015, 01:37:15 pm »
There are two ways of dealing with stuckins. You either move in the direction of your opponent, or you interact with your weapon wrestling it out.

In the first case you simply regain your weapon. This looks like one tick and there is no cost to you.

When you choose to interact and wrestle it out, either nothing happens or other things do indeed happen since this looks like 2+ ticks. Your opponent may be able to attack a few times. How dangerous that is, is situational.

I'm not sure why there's this separation of outcome. Anyone else notice this?

I think the stuckin should be something potentially dangerous to navigate. Whenever you can spam attacks or pay less and less attention, things in-game suffer from inflation and the value of everything just goes down.

1047
DF Adventure Mode Discussion / Re: My greatest character died
« on: September 07, 2015, 12:17:12 pm »
You can give him a funeral pyre using camp fires or setting fire to the squares around him. Lay his arms and armor on him before starting the fire. If you do it in an area where you'll never sleep, or maybe an abandoned house, the fires will never go out. Also this way that steel great axe will always be his.

I do this for companions who serve long then fall in battle. Good RP for the human or dwarf. An elf I can only see freaking out because, well, you know, it's fire, enemy of plants.

1048
DF Adventure Mode Discussion / Re: Is Adventure Mode still "Broken"
« on: September 07, 2015, 12:41:24 am »
Plenty of things are still at placeholder status. For example, several weapons don't quite make any sense/don't negotiate the terrain they should, but that's been the case for 34.xx going backwards.

1049
DF Adventure Mode Discussion / Re: Showing Mercy
« on: September 06, 2015, 03:51:36 pm »
The mechanical issue is, when getting NPCs to yield or injuring them to remove fight capacity, nothing is learned/changes. The unit is still there on the map as an encounter. The histories have a record, but the record is meaningless. The only way I've found to "avoid" it is to walk far away before switching to fast travel. Otherwise there's a recurring encounter with the same injured NPC who is on the same important mission. Apparently this mission is you.

1050
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 02, 2015, 07:23:33 pm »
Sometimes when you're generating a new character (of regular dwarf height), you get very very luck and he/she is strapped with massive amounts of muscle and lard from the start, instead of going through a series repeat feedings before their first fight (and hopefully getting this cretinous transformation early).

Just now, I got to see the short dwarf version:

The description normally might have been "he's not tall, but has incredible muscles, continue fire hydrant description etc, etc"

The whole muscle and lard thing I gradually forgot about once there was 40.xx's zombie thread which for me discouraged 34.11's facing/stand and trade approach where blocking meant more than dodging. Well that, combat speed, and how pulping nerfed the padding effect of being as meaty and fat as possible. It started that sea change when I never really rolled a character with superior STR for the remainder of last fall/winter until I came back to DF this July.

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