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Messages - SebasMarolo

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46
DF Adventure Mode Discussion / what kind of axe is better?
« on: December 23, 2016, 12:23:46 pm »
More or less the tittle.

I know the trusty battleaxe is the only one which dwarves can craft, so it's the only one I might find made out of steel in an unmodded game, but I've read that great axes are better at cutting off limbs (though I clearly remember having problems cutting through an unconcious cave dragon's scale with an iron one...), and apparently halberds also have a stabbing attack, though I dunno how effective that is.

Or tell me what weapons you guys use and why. I wanna make a hunter, and I tried pikes and spears, but it sure takes long to take down a rhino.

47
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 22, 2016, 10:21:46 pm »
Now my only problem is that while I can spread the rumor of my fallen foe's presence in his lair, I can't spread the rumor of me killing him. I can brag about it, but that's it. I should have either butchered him if possible, or grabbed his corpse and dropped it at the Lady's feet.

Maybe next time. I bragged about it, which will work eventually.

If he was the last thing you slew, just pick the "bring up event" option, press - to start going backwards on the list, and keep going backwards until you pass all the "spread rumor" options and arrive at the newest "summarize event in which you slew X".
there may be a lot of "slew X" if you encountered animals or stuff on the way back.

48
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 22, 2016, 09:43:26 pm »
You found the door, right?

All the trolls I've encountered were either interrupting my sleep on a tavern, or I was breaking into their caves (whcih somehow have a door. Did they craft it themselves or did they rip it off some poor farmer's home?) to kill 'em.

Now the stuff related to my latest adventurer. I rolled a pikewoman. Woman because my last male dwarf suffered some... Disadvantages... I didn't pay attention and he turned out short. I blamme his mother for not drinking enough during her pregnancy (could that be a thing? Dwarven babies coming out weak and with no facial hair on the males if their moms don't get wasted every night for 9 months straight?).

Ok, so, he was short. So his wrestling moves weren't worth a troll's dung. And he kind of got gelded after a bear (female bear btw) wrestled his trousers off and scratched him on the lower body until the message "the geldables have been torn off!" appeared.

That's why I rolled a woman now. No geldables. And being a human gives me a size advantage against any goblins that try and mob me.

Ok, so, pike woman. Why did I choose a weapon that dwarves don't craft, therefore limiting me to iron at best? Because I'm done fighting the forces of evil. Super done. I mean, the gelded dwarf killed countless night trolls, tons of bandits and criminals, 3 towers worth of necromancers and zombies, and one vampire... And whenever he talked about it at a tavern, or told his lord of his deeds to complete his assignment, he was told that even tough he was a pleasure to speak with, he was also a killer (got spit by what I think was a relative of one of the persons that got turned into a night troll), that he was unhinged, and tavern keepers told me thwy wanted me to leave and charged me more to stay in their rooms or for their drinks.

So, screw saving the helpless and vanquishing evils, I'm going to beat animals to death, sell their innards and bones turned into trinkets, and use the coins to get wasted. I may not need the coins at all if I kill a great beast.

And an Hydra has its lair nearby. So for now I'll train with rhinos (killed 2 already) and later move on to bigger game. Maybe build a tower were I can put skulls on tables and stuff.

49
DF Adventure Mode Discussion / Re: [SPOILERS] Incendiary armor
« on: December 20, 2016, 01:16:13 pm »
While we're on the topic, is there any way to check for something's temperature?

And, what would work best to heat up a sword, heating it up with a campfire (like you do with waterskins to melt the ice inside) or dropping it on a tile and setting said tile on fire?

50
DF Dwarf Mode Discussion / Re: Space saving tombs.
« on: December 19, 2016, 07:20:37 pm »
Wait wait wait. Necromancers can raise undead from inside their coffins? I thought they needed line of sight...

51
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: December 19, 2016, 05:03:15 am »
all it takes is a conversation to alter one values if they agree or not. 2 weeks of talking could change a person.
That's generally true, but it seems unlikely in this case. All tests that I've run when tinkering with mannerisms have one of two set ups.

If the first action I perform in a new world is to gen a fort, then spawn all adventurers in that fort before retiring them to read thoughts, only 2 weeks pass.

The second way is to gen the adventurer first (which was what I did with Num Muddyboots), retire the adventurer in their home hillock/hamlet, then gen the fort, retire the fort, unretire the character and walk them over to the fort, etc, etc, in which 6 weeks pass.

For either method, no character ever had a change in personality facets during the elapsed time.

Changes to facets (affecting rudeness and thoughtlessness), are from adventure mode conversations I've guided. Which/what caused the changes, I've no idea. I think if you play a mute character, you'll never see a rudeness/thoughtlessness shift, the only change that's been consistent is confidence improves.

But yeah, I'm just not paying enough attention when doing convo w/NPCs.

For some reason (I think I read it somewhere around here/the wiki) I think the "currently more rude/shameless/whatever" is produced not because there's a dwarf convincing the others to be more rude/shameless/whatever, but because they are drinking booze.

There are a couple of ways which I can think of to do science on this:
A) fort with only wells, no booze.
B) get a pair of vampires (or maybe goblin citizens, seeing as they don't eat or drink [well, I think they don't. At least not in adv. mode]) in an enclosed corner of the fort. Let them socialize and see if they become more rude/shameless/whatever from interacting. Maybe a control group with access to booze, just to compare.

But I personally think it's because of the booze.

52
Nice! I've been reading the changelogs as the updates got released, but it's much more fun to hear other players talking about it.

I've started a fort and the first thing I noticed was the menus. They seem a bit easier to read then I could remember. The trees are indeed huge, which really surprised me. I think I should read on farming, since I can remember needing to use water before you could plant anything? Which doesn't seem to be the case anymore.

You needed water to add mud to stone floors. Mud in which you could then farm. But that was if you were farming on stone. Normal soil tiles don't need mud, they are already soil.

Also, seeds. Set your seed stockpile to not use barrels. Dunno if you knew, but its really hard to get seeds out of barrems, and if there's a job using the barrel, say, getting a seed from the dinning hall, other jobs involving the barrel may be delayed, like, say, planting.

53
DF Dwarf Mode Discussion / Re: Question about retiring.
« on: December 18, 2016, 05:59:21 am »
Artifacts will disapear from the artifact screen, so there's that.
Oh, and yes, stuff gets out of cages. So either slaughter your POWs, or dispose of them in some other way.
I suggest you carefully plan and build your necro-containing room now. Add an entrance with a rising bridge which can be operated from the inside. Add statues for a statue garden, a barracks, workshops, everything that a dwarf could need. Try to make the barracks overlook the raising chamber.

Now, when you create your adventurer, try to see if you can make him/her be from your fortress (remember your civ's name). While you're making your adventurer, give him/her very low empathy (seeing zombies or your own dwarves dying can be hard on their stress). Make him/her invulnerable to stress, a total loner, make him/her hate family and friends. That way he/she won't need contact with those. If you can, make him/her dream to master a skill or become a legendary warrior

The best way to get a slab/book is to become a vampire. Just topple a statue at a temple. Make back up temples for many different gods, just in case they don't feel like cursing you on a general temple. Undead won't attack you then. Just walk in and grab every book.

Now, if you haven't figgured it out already, you will be using your adventurer as the necro. Once you come back from the tower, leave the books at the library, grab a pick in case you need to do some remodeling from the inside, walk into the necro-palace, and close the bridge.

If you never manage to get your dwarfs to become necros, oh well, you'll already have one. Make sure to order your adventurer to destroy the lever once you unretire. You may have problems with his/her thirst. He/She won't die because of it, but with no bozee he/she'll become slow. Even of he/she wasn't a vampire, a necro doesn't feel thirst either, but still need alcohol. Maybe use a non-dwarf species. Goblin, maybe? To justify being trapped all eternity?

Meh, just have fun with it.

54
Now weapons and armour suffer wear and eventually break.
And attacks, even when blocked by armour, can do shit like bend your limbs or tear muscles and stuff. Like, the momentum is calculated now or something. So, danger rooms can tear armour to shreds, break a dwarf's spine through their armour from the impact force alone, and the spears on the traps require replacing.

Oh, and there's a bug that crashes your game when a damaged weapon breaks inside a trap. So watch out for that.

55
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: December 17, 2016, 04:42:14 pm »
I spent a ton of time training up my adventurer only to suddenly realize I had forgotten to get the reading skill putting a full stop to my plans.

I managed to add the reading skill using DFhack gui/gm-editor. My skills screen say I can read, but I still get the "you cannot read" message when I try... Anyone know of a way to get around this or do I have to start all over?

I read you can mod in an interaction to train reading skill. Dunno how though. Try screwing around with the knapping interaction? Maybe the reading interaction has a line that says "train reading", and you can swap it with the knapping interaction's "train knapping"?

Just throwing ideas around.

56
DF Dwarf Mode Discussion / Re: Question about retiring.
« on: December 17, 2016, 12:50:09 pm »
Have a bunch of wells ready because when I retired and later unretired forts, all the booze was gone.

57
DF Adventure Mode Discussion / Re: Drunk with Power
« on: December 16, 2016, 07:08:56 pm »
Max attributes before becoming a vampire, because vampires can't increase attributes. However, they won't rust, either.
That is bugged currently, I've tested and confirmed that attributes do indeed increase after being vamped.

Can you raise them above the "limit" after becoming a vamp?

For example, I always roll heroes, and for starting attributes I get superior endurance and above average willpower (very low empathy and low musicality too). And I think the limit for the attributes in average (strenght, agility) is high. I end up with super endurance too. I think the limit is 2 levels above what the starting attribute was (from average to above average to high).

So, if I max my attributes, become a vampire, doubling them, does that also raise the limit? I'd really like to know the specifics on how attribute rising works, if anyone knows them. If you know what happens if after you become a vampire you also become a husk (heard that multiplies by 3 your attributes [becoming a monster isn't that much of an issue, we all are already  :P ]), please tell me.

58
DF Dwarf Mode Discussion / Re: Ive captured a necromancer.
« on: December 15, 2016, 07:13:52 pm »
I've read that necromancer will eventually go mad from unmet needs. Yep, they have needs. Dunno if putting masterwork statues or mist generators on their cells can mitigate that.

Try to see if the necro is carrying a slab or a book, and see if you can get a dwarf to read it. I think it will be easier to keep the needs of one of your own dwarves in check. Of course, getting him/her in a controlled combat situation may be trickier.

GCS live 20 years, right? Do zombie GCS still spew webs? I mean, eternal silk sounds like a very good use for a short lived resourse like a working necro.

59
DF Adventure Mode Discussion / Re: Drunk with Power
« on: December 14, 2016, 05:53:15 pm »
Don't quote me on this, but I believe necromancer slabs disappear if they're moved (of course I might be wrong about that).  But if you do manage to find it, or a different one, I would suggest leveling your dodging, fighting, and [weapon of choice] skills to at least expert.  After that, I'd suggest bringing an army of at least 50 zombies to a dark fortress, and let them act as fodder for the...clown at the top, while you cripple and kill it.  If all goes well, you'll have a nigh unstoppable zombie...clown on your side.

I tried it once, but I accidentally smashed its head in with a war hammer, so that was a failure

I don't think the slabs disappear. I remember once giving one to a lady that told me there were foul things going on at the tower. I had cleaned the tower, but couldn't find the "bring up you slew a necromancer" thing on the conversation, so I thought giving it to her would be enough proof. Dunno if she read it, but it was mighty heavy, so she moved really slow because of it.

60
DF Adventure Mode Discussion / Re: Drunk with Power
« on: December 12, 2016, 10:14:52 pm »
So I was playing around with being a super villain last night.

Upon reading this thread my first thought was "aren't we all".

The Dwarf Fortress players. Their honesty is a sight to behold.
Behold in mute and utter horror, but still.
(maybe a snicker or dark chuckle here and there.)

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