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Messages - Rapozk

Pages: [1] 2 3 ... 5
1
DF Adventure Mode Discussion / Re: What is your signature weapon?
« on: November 23, 2014, 05:14:21 am »
In DF 2012, I always used to go unarmed. Specifically, I went legged. I would kick everyone around in the gut until they were stuck retching and vomiting on the ground. Then, I went around kicking their skulls in one by one.

I became a vampire once, when I had highest possible strength, decided to kill beasts, such as minotaurs etc. Ended up loosing both arms. Decided to kill as many civilians I could, almost kicked the head of everyone in the entire keep, was near invincible. 

Edit: I am still wondering, If I carry a bucket of Lava, can I use it to throw at people?

2
DF Dwarf Mode Discussion / Re: Today I learned what regal bearing means.
« on: November 22, 2014, 05:05:37 pm »
Thanks for the warnings against PUA, I guess.


I study psychology and cognitive science, in short, PUA use general and simplified theories of real psychology to slightly up their chances in order get laid. Not always to get any actual attraction, a lot of them use it to make women feel bad or guilty about themselves in order to use their weakness to get sex. People are horrible.


I really just googled it because I didn't know the phrase, being that my first language isn't English, it was funny what the first website turned out to be.

3
DF Adventure Mode Discussion / Re: What is your signature weapon?
« on: November 22, 2014, 03:23:38 pm »
Masterwork large serrated steel disc in right hand.

Masterwork spiked shield ball in my left hand.

Tactics: Go apeshit crazy on them.


Also, have anyone tried to use magma as an adventurer?

Like, can I build a well over a volcano, get steel buckets and fill em up, then go around throwing lava at people? It seems practical enough for me?

4
Well, I guess I should tell the adventure of a masterwork battle axe I made. Second adventurer to wear it was pretty bad ass.

I was at war with elves, so I decided to retire my fortress (when there was a hill titan hanging out at the edge of the map), went there and grabbed an axe. Went to the elven capital, waited til night attacked the market place. The axe had 107 kills when I was done. Went back to the fortress and killed the hill titan. Then went to sleep right outside the fortress and got killed by Dingos... -sigh-

So, the second adventurer, I asked about beasts, and found out that there was a lot of shrines up in north western corner. Like the edge of the world. Far across the tundra, had to travel several days across the tundra. So I trained that dwarf for a couple of days and get a lot of equipment, like barrels of water, and some companions. Then I managed to find the very same battle axe again! Not that hard since I know where the first adventurer was killed. Then I set out for the most well planned and longest trip I had ever undertaken in Dwarf Fortress. It took me seven in game days to reach the tundra and another three days to cross the tundra. When I arrived I managed to find ~10 shrines. Decided to start killing. The first Titan I found was a mountain titan, decided to attack it.... without thinking too much that it was fire-breathing... My companions decided to run away. But I managed to kill the titan, but was burning. I did not manage to save myself from the fire, so I died shortly after killing the titan, but the battle axe got one more kill.

It felt great to do such a great trip in Adventure mode, would be awesome if I made it back home. Next Adventurer I make shall go there and bring home the axe.... And of course add some kills the the axes kill-list.

5
DF Dwarf Mode Discussion / Today I learned what regal bearing means.
« on: November 17, 2014, 08:36:29 am »
Spoiler (click to show/hide)

From the googled description, I think that maybe some of my dwarves wants this guy in the fortress. After all, my fortress consists of only women except for two dwarves, wheres both of them is already married.

What I googled: "Have you even seen a guy walk into a room and all the women turn and look? Have you noticed that it’s not always the pretty boys who get that treatment?

The secret is one of the key components of Charisma, namely: Regal Bearing."
also:
"Regal Bearing may be broken down into two fundamentals: Posture, and Body Language.

Posture means what you think it means. Are you standing up straight or slouching? Are your shoulders back or rounded forward? Do you move as if you are in command of your body or as if you can barely walk a straight line?

Women (and men who would follow you) respond to someone who has good posture, even if they can’t exactly identify it. Because women will often decide whether they’d sleep with you within the first three minutes of meeting you, your posture is critical in those first few minutes."

6
DF General Discussion / Re: Future of the Fortress
« on: May 03, 2014, 07:56:46 am »
They say (I'm citing every military institution without evidence, yes) that no amount of training can ever prepare one's mind for warfare. It would seem silly for dwarves to be any different.

I'd expect it to be a separate trait from "getting used to tragedy." That's not being courageous or accepting and ignoring danger, just being apathetic to loss.

Well, do not for forget that, in the real world, stationing your cowardly soldiers in a drowning chamber, is not considered training. In Dwarf Fortress it is!

7
DF Dwarf Mode Discussion / Re: Urist McTrapper wants automation
« on: April 23, 2014, 02:04:57 pm »
Catch and tame a Peregrine Falcon..

Better than cats.

8
DF Dwarf Mode Discussion / Re: Urist McTrapper wants automation
« on: April 21, 2014, 05:14:57 am »
Please note that the above proposal(s) will destroy your animal traps, too. If you want to reuse the traps, here are a couple ideas.

If you make your traps out of a magma-safe metal (non-metal items aren't checked for magma safety, it's a known bug), you should be able to periodically obsidianify your magma and mine out the animal traps. The only risk is that the vermin inside might not be killed if the trap itself isn't destroyed. I'm not sure.

One other idea presents itself. I'll let Urist Da Vinci sum it up for me:

LIVE AMMO SHOTGUN:
Method has been verified with fort mode testing.

1. Make a minecart shotgun (where the cart rams a wall at high speed and the contents are ejected over the wall), but add a second stage (the cart's contents also hit a wall and eject their contents over it).

2. Load a cage containing a creature (animal, goblin, dwarf prisoner, etc.) into the minecart. A single cage holding many animals is best.

3. Fire.

4. Watch as the carts shotgun the cages, and the cages then shotgun the creatures (yes, in a conical pattern) in a parabolic path. The creatures suffer no injury until they land, unlike minecart riders, probably because of cage stasis.

To wit, a vermin stockpile linked to a minecart which, when reasonably full, is pushed into an accelerator and then stopped at a 1-z high wall. This ejects the animal traps. The animal traps then hit a 1-z high wall on the next level up, ejecting the vermin. The vermin hit the next wall and either splat, or drop into magma: your decision.

The animal traps are then available for re-use. WARNING: This method will require some tweaking to keep the trapper dwarf population from dipping below sustainable levels on account of them standing in the path of flying vermin traps.

How does it work? What direction will the cage get ejected? How do I make sure it hits a wall?

This is a perfect way to release all my caged elf to freedom, in a non-violent fashion.

If you consider free falling into magma as freedom and non-violent..

9
DF Dwarf Mode Discussion / Re: Why are Pants OP?
« on: April 21, 2014, 05:08:59 am »
I just ran the math, and a pair of reed trousers has combat numbers close to that of a pommel strike with a sword, or a punch. Your pants do have a weight of 4-5, depending on race. War hammers are far, far better than the above. War hammers are actually less heavy than trousers, but they have a good velocity mod.

There is a check for weapons to deflect if the weapon is made from a soft material, and the target layer (armor or tissue) is heavy. However this results in the armor having to weigh 60+ in order to deflect a pair of reed trousers.

Ironically, a pair of trousers does not even provide enough protection to stop an attack made with a pair of trousers.

 :D  Apparently pants make a better weapon than a garment. That's hilarious.

I'm curious, when it comes to misc. items being used as weapons how does the game treat their contact area? I assume the game also always treats improvised weapons as blunt damage?

Your insight into deflection is very interesting as this indicates that in some cases candy armor will let a blow go through that something like steel would have deflected. I really should read more about dwarven battle physics so I can do some proper experimenting.

My thread on the modding forum related to weapons and materials: http://www.bay12forums.com/smf/index.php?topic=131995.msg5196348#msg5196348 . There is a (work in progress) dfhack lua script there to calculate some of the combat numbers.

For misc weapons (that don't have a defined attack with a contact area) contact area = volume ^ (2/3).
That is like taking the cube root to get the edge length of a cube of that volume, and then squaring the length to get the area of one face of that cube. Yes, all items that don't have a defined attack are blunt, even knapped stones (if used in melee - they are only sharp when thrown!).

Wood arrows cause damage through adamantine armor, whereas they deflect off other heavier armor materials like steel.

Last time I modded anything, was before DF2012, but correct me if I am wrong, but misc objects didn't have any defined volume, did they? Which would make the contact area infinite small... making it very effective...

That is why platinum crutches are super weapons..

On a side note.. When dealing with falling objects, is the contact area most important, or is it the total weight? Will it calculate the contact area when dropping items?


10
DF General Discussion / Re: Future of the Fortress
« on: April 02, 2014, 04:22:49 pm »
I noticed after I posted, thanks!

11
DF General Discussion / Re: Future of the Fortress
« on: April 02, 2014, 04:07:02 pm »
Click link

Ctrl+F

"Papaver Somniferum"

Cant find....

Toady, for Gods sake, if you don't let me create a fortress-like poppy farm, I might do it in real life, would you like that? Would you?

On a more serious note: Papaver Somniferum has high-protein seeds... and thousands of small seeds, its grown in many places for the seeds alone, to be used in cooking. Will there be anyway to properly mod plants that you grow for the seeds alone (of course wheat and rye would come in here too)? Like making a custom workshops that "uses" the fruit and produces only seeds.


Edit:
While reading more properly, it seems like this is already in, or am I mistaken? Seems to me like this is the case of both peanuts and peas, am I right?

12
DF Gameplay Questions / Re: Deep sleep
« on: March 08, 2014, 03:48:26 pm »
Fort residents will need food, even when caged, so unless your dwarves are also vampires or werebeasts, they will starve or die of dehydration. You could also just mod dwarves to be no eat or drink though.

You can pretty much achieve this by sealing off your dwarves, retiring the fort and then, well, there's no button that says advance 200 years, so you'll have to get busy. No way of telling how retired forts would treat dwarves that are in that situation though.

Having a forts inhabitants go into cryogenic stasis for centuries does sound cool though.

Edit: oh yeah, you can't stop chronological aging, so it wouldn't work for mortal races.


It would work for elves :/. But that's about it. I've not seen dwarves starving to death in none player controlled forts, dunno how food works for ofloaded regions... Interesting question... if I retire a fortress with inhabitants in cryosleep, what would happen to them? Animals tends to always die, but theoretically I could dig them out of the obsidian to get some dwarfs walking around aimlessly..

I just kinda like the idea of a dying world, or revival of a world. Getting a world into twilight age, then repopulating the world and getting into dwarven age. Some dwarves cryosleeping into the future would be great.

13
DF Gameplay Questions / Deep sleep
« on: March 08, 2014, 02:06:31 pm »
According to the wiki, caged creates, which gets stuck in an obsidian caste, wont get damaged. Will they still need food or anything, or will I be able to freeze my dwarf, like in a cryotube, using obsidian?

I really want to start an elven fortress, make enough food for one elf to live for some hundred years, put away all other elves in tubes, then turn of all pop-ups and automatic pauses. And just let the years go by, as I go to work. Effectively skipping forward in history for a couple hundred years.

14
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2014, 01:00:36 pm »
Will moss come back to abandoned fortresses? I really miss that part, lol

15
DF General Discussion / Re: Future of the Fortress
« on: March 06, 2014, 03:04:10 pm »
I read recently (in this thread, just too tired to quote it) that the old type of reclaiming may come back, which basically was a military attack on a (mostly) empty fortress.

It may come back later.  It's not coming back in the upcoming release.

If this is to be true, will we be able to choose an ordinary reclaim with 7 dwarves, or to do an invasion? An invasion would give you less ability to choose civilian skills and items, but give you more military dwarves, for example.

With all the new updates, you could retire a fortress, which can later fall in enemy hands, will we be able to lead a invasion in order to reclaim that lost fortress, if we are still at war with that civilization?

If the answer to the above is yes, what would stop us to lead an invasion to any site controlled by a civ we are currently at war with, all it would need is that we start the game as the old reclaim version in a human city?


You won't be able to reclaim a site that is already controlled by another entity:
If you actually make a successful claim on a site, to the point where your entity is linked to it as the dominant entity (by taking your unopposed self as a stated claimant to a power location), then the site will no longer be reclaimable by anybody.  That would be an invasion, which we don't have in fort mode at this time.

If I understand the recent development correctly, surrounding villages can succumb and be converted to villages of our own civ, in time...

If the answer to the above question is yes, then what would stop us from just doing an invasion/raid with an army, and later move on to another city?

Taking control of villages only applies to Adventure Mode for now.

Yeah, it only applies to Adventure mode now, but all of those stuff would be easy to implement, or at least, seems easy to me... Is it somehow considered to get implemented, or have toady say that he is planning to never implement it?

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