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Messages - peasant cretin

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46
DF Adventure Mode Discussion / Re: Outsiders and rare posibilities
« on: November 08, 2020, 08:42:35 am »
Yeah been mucking about with the pure ASCII/text flavor of the incredibly floral, yet suitably knightly rose gold as a metal type for hammers/maces; something that is pure RNG in fortmode for weapons.

47
DF Adventure Mode Discussion / Re: How do i get a mount?
« on: November 08, 2020, 08:04:20 am »
Two mount (or any pet) quirks:

1: Pets are only (to borrow delphonso's phrase) baked-in to your world, if they were acquired through character gen, or after a retire/unretire process. Otherwise a player character, on being asked about their mount/pet will say they do not know them. The Ultima Siege Perilous effect.

2: If you split your group up, you need each player character to tell their pet/mount to wait here, as the old off-load/reload site wierdness will offload but never reload the pets of PCs who have been told to wait. Won't matter if pets were baked-in to the world.

48
Hey I have a quick question ? I'm trying to do a hiwayman Sort od thing were I go and start my own highway robbery gang. Start as one dwarf. Recruit anybody I can. Raid travellers and occasionally heist buildings.

Away from civ sites, you can spy the fast travel world map for moving asterisks (at your own risk as some asterisks won't be civ units), fast travel to them, enter local/slow travel and do what Ziusudra suggested.

You could also hang close to civ sites, use the fast travel map to spy on asterisks, or just local travel around the peripheries and waylay them pilgrims, monks and other non-soldier units as they enter/leave these civ sites.

49
DF Adventure Mode Discussion / Re: How do i get a mount?
« on: September 27, 2020, 09:38:13 am »
I concluded that mounts were more trouble than they were worth. They would fight and get injured because they had no armor. Or they would get scared, toss the rider, run off, and never return.

Pack animals, OTOH, I found to be extremely useful.

Yeah, too many gameplay downsides for mounts.

You only level Rider in slow/local travel mode, and only for the character you are currently using, so you need to alternate between the active adventurer for a skill that seems somewhat useless. Don't know what benefit legendary rider would give. Ambusher does not level when mounted either.

On the otherhand, running on foot in slow/local travel mode has always conferred leveling to both Agility and Endurance, and can be used while leading your pack animal. Downside is it's tedious because of the speed drop, and a pack animal can get spooked meaning they can only carry stuff that you feel is easily replaceable/non-essential.

50
DF Adventure Mode Discussion / Re: Blocking Fire with a Shield?
« on: August 08, 2020, 11:24:54 am »
I was fighting a forgotten beast in adventure mode, and it breathed fire, which resulted in the fireball hitting my character. Somehow I survived, throwing off the burning clothing, and killing the beast. However, I had a shield, and it was readied in my hand. I had read that dragon fire would be blocked by a shield, but is a fireball from a forgotten beast not blocked? Is it only manually blocked? There was no flammable stuff beneath me, and I've power leveled blocking to legendary +5, so I'm not sure if I am missing something.

All projectile and fire attacks (dragon or regular) can only be auto-defended, meaning the AI does it for you. You can't opt to manually defend, as you would a strike (natural attack like bite/claw or weapon).

So, back in 2016 when Toady made a change to dragonfire vs regular fire, a bunch of people were trying to figure out how to work it. I forget whether it was Bumber, George_Chickens, Max™ or Rumrusher, but one of them mentioned that if you were to manually defend, using your sole shield to block an attack this round, the following round it would not be in the menu as an auto-defense option.

This was why people who had just blocked a dragon claw attack and had a high enough shield user (well over lvl 6 vs a dragon/FB/titan's lvl 6 archer skill) still got fried. So the conventional wisdom for single shield users changed to just trust in your auto-block vs claw/bite and shield block would remain available in the following round should the dragon breathe on you.

If you had a legendary +5 shield user skill, and were suffering no negative status effects (stun -50% to skill/nauseous -??%/drowsy -??/hungry -??) a bad roll-to-block is improbable. You either used your sole shield the previous round or this other thing happened:

Fire works in 3D.

The shield only blocks fire to the front. Fire still engulfs you and can burn your top, your sides/back and underneath and it does so working through your layers, exterior-most to innermost.

Usually a character's exterior layer on top is a hood, the sides/back is cloak and mittens, and beneath would be boots.

With an FB, you're on a non-flammable floor, so unlikely to have boot fire. Will also guess you weren't at a chokepoint like a corridor, otherwise the shield should have plugged it up, directionally.

The two options available then are: 1. hobo up, because you need to remove and toss fiery clothes or 2. get wet.

Submerging and getting drenched only works versus titans since you probbaly have close access to a waterway and this wont tick count expire, as it would when searching for an FB.

In a fortress or mountainhall, your best bet once you see fiery FB is to:
(d)rop water onto tile.
(s) to lie down.
(I)nteract to refill your container.
(d)rop water onto tile again.
Move off of tile. Move back onto tile.
(e)/(i) to check for *water covering*.

Now go fite FB.

51
DF Adventure Mode Discussion / Re: Outsiders and rare posibilities
« on: August 08, 2020, 10:08:10 am »
From the bugtracker 0011239: Outsiders Can Start With Any Weapon Skills, esp noting end comment:
Quote
(0040514)
Quietust   (reporter)
2020-04-29 05:55
edited on: 2020-04-29 05:56

Possibly related is the fact that it's also permitting equipment to be made from nearly all materials - specifically, it allows every metal that isn't BRITTLE (Bismuth/Pig Iron), DEEP (Adamantine), or DIVINE, so it'll let you bring weapons and armor made of totally inappropriate things like Zinc or Pewter.

So while I tend to be indifferent regarding intention/lore concerns, Quietust's mention of the inappropriate metals lends a good deal of credence to this being stuff that will eventually be removed.

52
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: May 24, 2020, 01:00:45 pm »
5/24/2020 - 1.0.5 axes and furniture update

- Carpentry needs only axe, allowing for lower tile camp builds.
- Additional furniture for masons and metalcrafters; I tend to avoid metal and wood wall grates for barriers around base level campfires used to illuminate the first z-level of a site build. Also all the standard installable furniture you might want in stone or metal. And yeah, it's weird for masonry to work off of stone pebbles, but it's a workaround.

This requires the generation of a new world.

53
DF Adventure Mode Discussion / Re: Weapon Speeds in Adventure
« on: May 23, 2020, 08:17:55 pm »
What about other actions, like dodging or equipping a new weapon?

Dunno about equip. Murphy spaded out tick count for Defense here.

54
DF Adventure Mode Discussion / Re: Weapon Speeds in Adventure
« on: May 23, 2020, 08:16:32 pm »
Some additional info:

Damage/power values from Toady's DF Talk 21: http://www.bay12games.com/media/df_talk_21_transcript.html and Urist Da Vinci's incredibly useful Combat mechanics (pulping) and material/creature properties [0.40.xx] thread http://www.bay12forums.com/smf/index.php?topic=142372.msg5580805#msg5580805 have mostly overlapping info.

Here's Urist Da Vinci's:
Quick Attack subtracts 1 tick from both the PREPARE_AND_RECOVER --> Momentum x0.5
Standard Attack does not add or subtract anything from PREPARE_AND_RECOVER --> Momentum +/-0
Heavy Attack will add 1 tick to both the PREPARE_AND_RECOVER --> Momentum x1.5
***Precise Attack will add ~2~ ticks to the PREPARE and 0 ticks to RECOVER --> Momentum is same as standard
Wild Attack subtracts 1 tick from the PREPARE, but adds *2* ticks to RECOVER  --> Momentum x1.5


***The main area where Toady and Urist Da Vinci differ is over precise attack's damage boost.

Normal weapon use momentum numbers appear in line with 0.34.11, except that there appears to be an additional x2 multiplier on top of everything if the opponent is prone.

55
DF Adventure Mode Discussion / Re: Weapon Speeds in Adventure
« on: May 20, 2020, 03:14:31 pm »
RAWs: most weapons and natural attacks (punches, bites, gores, etc) are ATTACK_PREPARE_AND_RECOVER:3:3 which is to say 6 ticks long in terms of time. Two exceptions to this, kicks and whip attacks, are ATTACK_PREPARE_AND_RECOVER:4:4.

Aimed (strike) attacks will add or subtract from the PREPARE_AND_RECOVER.

The types of aimed weapon/natural attacks are:
Quick Attack  subtracts 1 tick from both the PREPARE_AND_RECOVER
Standard Attack  does not add or subtract anything from PREPARE_AND_RECOVER
Heavy Attack  will add 1 tick to both the PREPARE_AND_RECOVER
Precise Attack  will add *2* ticks to the PREPARE and 0 ticks to RECOVER
Wild Attack  subtracts 1 tick from the PREPARE, but adds *2* ticks to RECOVER

(The above information can be confirmed by "see-it-yourselfers" by testing this in arena mode, or by readers here in Dwarf Fortress Talk 21.)

While wrestling based attacks can target a body part, their tick cost cannot be modified. Grab for instance, has a PREPARE_AND_RECOVER of 2:2. This is its fixed speed. The other grappling moves may cost 1:1(?). Not entirely sure about that.

So, the fastest offensive maneuver (whether Quick Attack or Grab) will have a PREPARE_AND_RECOVER of 2:2, while the slowest will be some type of modified kick/whip attack.

Also, to pass time, the period key "." = 10 ticks, while the comma key "," = 1 tick.

56
Mod Releases / Re: [47.04] SwrdNBcklr for Adventure Mode
« on: May 12, 2020, 01:34:59 pm »
5/12/2020 - 1.0.4 camp/craftware update.

- Dagger and bow/xbow size dropped to 200.
- Glassmaking added in both clear and green varieties. Make aquariums/terrariums, doors, jugs, vials. Left out crystal to keep the menu to a single page for now.
- Masons can make logs from soil or stone. Unless you use AdvFort, you cannot channel and the next best thing might be silly logs walls, floors/ceilings for those who like the simulation of a fortified stone house.
- Potters can craft ceramic containers. Glazers can improve their value.

This requires the generation of a new world.

57
Seems the last few 47.04 random medium maps I've genned have so much evil tile overflow into otherwise normal site settlement locales; only thing I changed in advanced settings was having two poles and no edge ocean requirement. Plenty of sites either have very high pop counts, or barely any. Maybe necromancers in world gen are too high? Eh, who knows…can't change that without tinkering too much.

58
Thanks for all the info and submissions so far! I updated the first post.

I edited my above post with links for context.

59
DF Adventure Mode Discussion / Re: Mountain halls are BORING!
« on: May 09, 2020, 12:54:35 pm »
Ruined mountain halls, from my games, sadly never contain the FB that stomped them into dust.

You just aren't looking hard enough. They like to hide in bedrooms, which means you have to check every single bedroom in the fort. They may also start out Stealthed, so you have to get close enough to observe them. But I have found them in Adventure Mode (and Fort Mode reclaims as well).
Have found them in ruined forts, but never mountain halls. Will have to do this next go around, esp if the FB has a hide for crafting!

60
Become a noble in a fortress or settlement, or have some occupation or position
Passively you can receive a position in Adventure Mode, but this is RNG-ish as it's determined by the unseen line of succession that is the result of an insurrection at the site/civ to which your character is a member of.

So far I've had a character end up as broker, and one as sheriff.

And since this line of succession is unknown, you can't simply kill your way to becoming mayor or chief medical.

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