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Messages - Ihlosi

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1
It's much more fun to turn it around on them, break their arms, and take -their- stuff.

And if you break their legs, they can't catch you.

I also found out that while grabbing a groundhog and letting it attack you trains Dodging, grabbing two groundhogs, one in each hand, will train Dodging twice as fast.

2
first off they were trying to rob you, which mostly doesn't end violently.

I had that in an earlier game - a bunch of goblins in my starting hamlet demaing that I yield.

The elves, however, made no such demands.

3
Oh, another question:

In elven forest retreats, how do you get up into the trees?

Ok, I think I figured it out: 'h'old the tree, and then use >< to start climbing.

My current adventurer is turning out nicely. After training weapon skills and attibutes, some hunting trips and a fruitless visit to a town, I managed to visit the hamlet where one of my earlier adventurers started (and was promptly slain by a night creature before even leaving to the world map). The night creature was still there, but it was no match for my bronze short sword.

Later, I managed to slay another night creature (were-tapir) that showed up as an asterisk on the map.

I started wandering after that, and came to a hamlet where the local ruler complained about criminals in town, and there was indeed a group of elven thugs (also visible as an asterisk). They were not hostile initially, but surrounded me and followed me. Since this kept me from using Travel, I killed most of them (after learning where their ringleader was). I paid the ringleader (a dwarf hiding out in a forest retreat) a visit too ... he got mad and started spitting at me when I told him of my killing his men. Shortly afterwards, he met his inevitable end.

4
Oh, another question:

In elven forest retreats, how do you get up into the trees?

5
After years of not playing DF, I decided to pick it up again and give the adventurer mode another try. I love it, but usually become lost or don't know how to do all the fun stuff.

I usually start playing as a peasant/human/outside since I like to equip myself and train up skills and stats.

So, on to the questions:

1. Buying/selling things - shops in cities seem fairly useless to me. Most of my equipment comes from the piles of free stuff in hamlets, mead halls, fortresses, etc. The shops that sell useful things (armor, weapons, backpacks(!!) ) seem to be rare and stock only few items. And then there's the issue of currency ... I think there's a town in my recent adventure that does not have an official currency. All of the merchants show "not trading in currency", and I cannot ask for a price (range is "0-0") when trying to sell something.
Is there something I am missing when it comes to shops and trading? I'd really like the gratification that comes from being able to afford shiny new equipment after selling the spoils of the latest round of wrestling bears and alligators to death. ;)

2. I find it hard to figure out what exactly is going on. Example: In my recent adventure, there's a group of goblins (indicated by a star on the overview map) staying in a hamlet. They don't appear to be aggressive, even though I get dumped from travel mode with the "You feel uneasy ..." message. What are these goblins? Raiders, bandits? The citizens of the hamlet don't seem to mention them.

Are there any better ways of finding out what exactly is going on, and what the moving asterisks on the world map are (some are individuals that will attack me, some just move about or even seem to flee from me)?

3. Is there a good list of what things there are to do in adventure mode, and how to do them, and possibly what experience levels are required? (I ran into a bunch of what appeared to be goblin bandits, most of which I could defeat easily enough, but their captain (blinking 'g' instead of regular 'g') was able to kill me quickly.

4. Is cooking implemented, or do I have to eat the meat I gained from hunting raw?

5. Is there any way to fix worn items?

6
Curses / Re: Raising Skills Questions
« on: July 10, 2013, 12:49:14 pm »
Religion I'm not really sure.

Have a visitable church where (high religion) Liberals can pull all kinds of shenanigans?

(Similar to AM radio station/cable tv station shenanigans)

There's already several uses for business, btw. - brownies and selling T-Shirts.

7
Curses / Re: Question on Seduction
« on: July 07, 2013, 12:03:07 pm »
Is there a way to stop my Ladies/Gents/Androgynous people Man from constantly mentioning his 4 lovers well seducing someone?

Yes, raise your seduction skill.

There's a cap to the number of love slaves each Liberal may have that's directly derived from the seduction skill. I believe it's one love slave every two points of seduction.

8
Curses / Re: Liberal Death Squad
« on: July 06, 2013, 04:57:26 pm »
Nah, your founder will gain juice if their followers gain juice. I'm not sure if that works for the followers who also have followers in the same way.

Actually, the "handler" (the person who recruited the follower) will gain a percentage of the juice a Liberal gains. This continues up the chain of command, but since juice gains below 1 are rounded down to 0, this trickle-up mechanism doesn't got very far even for high-juice activities.

Also, if the follower does not gain juice due to being above the juice cap for the activity in question, the handler doesn't gain anything, either.

9
Curses / Re: Shotguns
« on: July 04, 2013, 11:26:39 am »
In an L+ society, illegal weapon charges would be a very serious matter, even more so than murder. So that charge should correspondingly carry more 'heat' (to attract police/army attention)

No kidding. There's been a case over here (gun laws almost L+) of someone getting a "visit" from a SWAT team because his neighbors saw him handling a suspicious gun-like object in his house (which turned out to be a power drill). That one beats case of the youths who got raided because someone saw them with airsoft guns.

L+ gun laws plus hysteria means hilarity ensues (unless you're the one whose house gets raided).

10
Curses / Re: Shotguns
« on: July 01, 2013, 04:45:57 pm »
For a real life example: In Russia, gun control is taken quite seriously. Even cold weapons are quite tightly controlled (certain types of knives are illegal to produce), while owning even non-lethal weapons requires a permit.

And Americans consider axe murderers a matter of jokes ... Russians don't.  :o

11
Curses / Re: Raising Skills Questions
« on: June 29, 2013, 04:08:49 pm »
I thought that in the older versions science was only used by conservatives, like religion. Am I right?

No, the recruitment chance takes science/business/law/religion of both sides into account. The difference modifies the difficulty of the persuasion check, if I remember that part of the code correctly.

Hence, whenever you have a recruitment talk with any candidate that has the science skill, having the science skill helps. If you want to (peacefully) recruit eminent scientists or lab techs, having some science is helpful.

This is also why training religion is useful, besides its use in interrogations.

Business and Law have their own uses outside recruitment talks.

12
Curses / Re: Raising Skills Questions
« on: June 29, 2013, 12:02:10 pm »
What do some of the university classes do? I can't think of any circumstances where, say, physics would help a bunch of ragtag semi-terrorists defeat the right-wing government.

Physics trains the science skill. Science is used during recruitment and when messing with nuclear reactors.

13
Curses / Re: Programming it!
« on: June 29, 2013, 02:36:30 am »
To make jabbering less, i would think (at least as far as i go?) that such a hobby cannot be controlled in ones life, and if serious you need long term commitment that may damage several aspects of ones personal life.

I'd like to get more involved, but next to a family and a job there's very little time left. Maybe if I was a "high energy person" that can do with 5 hours of sleep ... but I'm not.  :P

14
Curses / Re: Raising Skills Questions
« on: June 24, 2013, 12:18:53 pm »
When are university classes better than having teachers?

When you look at a skill that is dangerous to train and/or that cannot be found easily at high skill levels.

Dodge comes to mind.

Or if you have a Liberal with high teaching skill and you want to turn him/her into a teacher for other liberals in, say, psychology, etc.

Oh, and skill practice isn't all that hard to set up. You can pick the locks in all apartments buildings without any danger at all, you can train disguise and stealth with very little danger.

Oh, and don't forget you can raise business, law, science and religion by merely talking to someone with this skill during a recruitment interview or date.

One skill that's a real pain is street sense. Having it at at least 3 is essential for selling brownies and graffiti, but training it is either dangerous or very tedious (stealing cars and aborting the attempt). And you cannot learn it at the university.

15
Curses / Re: Bail + Ransoms
« on: June 23, 2013, 04:38:58 pm »
For simplicity's sake, I don't think we really need to track "acquitted of".

Two words:

"Bragging rights"  :D

(Liberal X literally got away with murder, hehe)

If the detailed tracking of crimes and their status gets implemented, then having an "acquitted of" category should not be too much additional effort.

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