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Messages - delphonso

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5896
My best advice is that less is more with evil biomes. Don't bring many pets - especially dogs as they will attract fights with undead and potentially draw them over to the dwarves. Embarking on a 4x4 or larger area will help put distance between you and the baddies, but cost framerate in the long run.

Again, less is more. With less stuff to haul, you'll spend less time outside. A few bags of seeds and an anvil plus some tools can be scurried inside quickly.

I'd suggests kindly depositing the yaks or horses into nearby magma. Butcher them asap and toss the unprocessibles far away. The hair will get back up, probably. Leather won't reaninate, though. Good luck and remember, losing is fun.

5897
DF General Discussion / Re: Dwarven Census (Dwarf naming -Science-)
« on: January 03, 2019, 10:33:14 pm »
Zero elven names. Good.

This is very interesting, thanks for the hard work, anthony.

5898
I've generally tried to give my players an experience different from video games - and that's why I haven't used non-lethal damage much. If they're fighting an intelligent creature, my players know they can talk during combat - and if an enemy who isn't in a pure bloodrage is down to their last couple hit points, they're likely to bargain. I've had a lot of characters drop their weapons rather than take another arrow in the knee. Likewise, I've had characters see being captured as worse than death, and they go down swinging. In that case - we usually end up with something like that - dropping them to negatives and then stabilizing them. I'll even give them some lee-way on excessive damage (unless someone crits on the final hit, or something like that.)

The rules are valuable, as always, but can be worked around to make a more enjoyable narrative experience.

5899
As far as I can tell - there's just about no limit to how many things and how much weight you can carry in one hand. Take - or example - using the carpentry bench in adventurer mode. You'll end up with 4 beds in one hand. Likewise, you can fill a lead cage with dragon corpses and walk around (very slowly).

[UPSTEP] - "Length of gloves or footwear, counted in [LIMB] body parts towards the torso. A value of 1 lets gloves cover the lower arms, a value of 2 stretches a boot all the way over the upper leg and so on. Regardless of the value, none of these items can ever extend to cover the upper or lower body. Shields also have this token, but it only seems to affect weight. "

According to the wiki also seems a bit of a mystery.

5900
ptw as well.

Perhaps could use some SCIENCE in adventure mode and arena?

5901
DF Dwarf Mode Discussion / Re: Tempting nobles into your fort
« on: January 03, 2019, 10:57:24 am »
Not sure. I DF hacked someone over there and yeah, on the "c" map - it's only one square, so making a camp won't work. Thanks for the advice, though.

I moved on to a struggling little fort in the glaciers up north.

By safe - I mostly just meant population numbers and strong Tactician skills that should help the AI fend off raids from the elves while I'm off building other forts if that should happen - not sure if the elves will even raid the island. I figured having more sites closely connected would help.

5902
DF Dwarf Mode Discussion / Re: Tempting nobles into your fort
« on: January 03, 2019, 04:59:14 am »
Ah, I see. That's a rather clever solution. I think I'll do that just to secure the island as a safe bastion.

I wonder if monarchs are subject to the same rules of requiring off-site holdings. My queen seems to actually be a member of the enemy elf faction - so that might have something to do with it as well.

EDIT: Unfortunately, I can't spawn an adventurer as someone from my civilization. I'm also not going to swim across the ocean to do this...

5903
I reckon WotC got rid of that non-lethal thing because chumps like me misunderstood it - and found it erroneous, so didn't use it.

I'm fond of you choosing whether or not you kill someone with your final blow - but it doesn't reflect reality well. I'd rather there be some sort of a roll to see if you can strike with enough precision to not kill with your final hit.
(or at least, not put them in a critical position)

5904
May not be specifically what you need, but from the wiki:

Game Settings
...
    PRINT_MODE is another init setting. It controls the method Dwarf Fortress uses to draw the screen.
        More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card. STANDARD and VBO are good starting points.
        More advanced methods may still have bugs. 2D is more likely to be reliable.

Might help a bit?

5905
DF Dwarf Mode Discussion / Re: How should I finish this wall?
« on: January 02, 2019, 07:36:27 pm »
 A lip will do it. Taller doesn't help much. Smoothed stone is also unclimbable - but I'm not sure if that's something you can plop in.

Or - magma moat on the top of the wall?

5906
DF Dwarf Mode Discussion / Re: Why do you play Dwarf Fortress?
« on: January 02, 2019, 07:33:29 pm »
For me, it's the emergent humor the game has - things are absurd but somehow make sense. In a fort full of spiralling lunatics I check what our manager is doing outside. He's standing alone, surrounded by vomit and dead goblins. He's 'socializing'.

Likewise the randomized engravings and art are something that both fascinate and entertain me.

5907
Welcome aboard, stranger. Hopefully there's a few more people out there who are interested!

5908
In 3.5 D&D nonlethal damage knocks you out when it goes above your current hp,

Oh boy, did I misunderstand that rule.

I think I owe some players and possibly a GM an apology.

5909
I've only liked Shadowrun's way of handling this - although it's as cumbersome as the rest of the game.

Players have two health tracks - stun and physical. If either drops to 0, you're down. Stunned means you're unconscious, and fine until someone walks up and blows your brains out. Physical to zero means you're down and are rolling to stay alive. But every time you lose 3 in either track you take a -1 modifier to all skills. (there's an average of 10 in each of these tracks for most players) This gives some benefit to hitting both tracks - in 3.5 DnD, it felt pointless to do anything but focus on either track.

5910
I've been taken by a fey mood to start a roleplaying campaign based heavily on the world of DF. This is basically an interest check to see if there are 3-5 people interested in playing in (semi?)weekly sessions either 5e DnD or in Genesys. I'm confident either system could be molded to fit the setting with relative ease. As only a couple friends play DF - I figured here'd be a better place to gather a team.

The campaign - as I'm imagining it now - will include intrigue! Forts! Not forts! Genocide! Goblins! Hippies!Elves! Lovable but definitely actually evil NPCs!


A bit about myself: Been GMing on and off for about 10 years now. Lot of experience with Dungeons and Dragons and am a fan of 5e. Have a good amount of experience in a few other games - Shadowrun, Genesys & FF Star Wars, Rogue Trader, and a bunch of one-offs. I enjoy light-hearted, rules-ambivalent, theatre of the mind gameplay - taking time to enjoy scenes and dialogue. I think my session-to-session play is strong, but my over-arching plots are weak, so if you choose to join, any feedback on that sort of thing would be greatly appreciated.

Role playing is in no way a solo sport, so if we assemble a group, I'd like to chat with everyone together to break the ice, introduce ourselves, and most importantly iron out what sort of game we want to play. If interested, let me know!

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