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Messages - parlor_tricks

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121
DF Dwarf Mode Discussion / Re: Have you tried adventure mode lately?
« on: July 26, 2012, 12:18:38 am »
Essentially you need to get somethign like 1100 move speed or so to out run bogey men.

Also, if you decide to sleep in the open, build a LARGE wall of campfires. That way you have enough room to run within, and can also retreat to the dead center to sleep through it.

Another side effect is that if its large enough, the bogey men will engage with some critter or the other and then you can wait till morning and have free stuff to butcher.

But I learnt this the hard way - there is inevitably one blasted bogey man who can fly. Killed one of my adventurers and I didn't even know where he was getting hit from. And I went to sleep outside the doors to a keep!

122
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 25, 2012, 07:03:33 am »
You face another problem if you go for magma - fps death.

Any space you carve out, will lead to increasing amounts of pathing.

You may want to use df hack to reveal, and then figure out a straight path down to carve for sake of magma pumping.

123
DF Dwarf Mode Discussion / Re: Have you tried adventure mode lately?
« on: July 25, 2012, 12:12:13 am »
...That said, I like it. My adventurer is currently resting off wounds from some god-awful dungeon.

If you get the dungeon bug, you get infinitely respawning enemies! Which means that you get an infinite supply of arrows and shields.

So you can murder the same kobold a hundred times, then set up a macro to shoot at your feet.

Only thing that sucks about archery is that its easier to just throw things, since archery has a reload time.

Still, its fun to shoot things while running. :D

124
DF Dwarf Mode Discussion / Re: Have you tried adventure mode lately?
« on: July 24, 2012, 11:52:40 am »
Spoiler (click to show/hide)
This is not adventure modes fault. The world of Dwarf Fortress is a dangerous place. Towers, dungeons and tombs are places you visit only once you have become a legend throughout the world. You wouldn't attack a Titan as a peasant and expect to emerge victorious? Same thing applies here.
Before you enter a fight with something, check first.
(l)ook. If you had done so, you would've avoided so many deaths. You would've noticed for one that one of the enemies was armed with a bow, and you should have gear accommodated with not being turned into a pincushion to account for so, or that the animals were marked with a (tame) tag, meaning they were a part of your civ.
Those "Quirks" are a part of adventure mode and don't make it any less enjoyable than Fortress mode's "Quirks."

That sounds almost critical  :P.

Anyway, someone gave it a shot which is good fun. If you feel like. Grab a hold of one of the mods. Makes for an interesting addition!

125
DF Dwarf Mode Discussion / Re: Have you tried adventure mode lately?
« on: July 24, 2012, 08:27:25 am »
I tried and found that you will die horribly the 1st time you are even moderatly hurt in battle, even as a "demigod".
Raiding a tower/dungeon/ whatever? Death. In a fight with someone with a bow? Death.

I once spawned in a Field, surrounded by cats, dogs, pigs and chickens. I thought, "hey food". I hit a pig....
Sixty animals of all species then suddenly psionically band together and attack me.
I t was funny doing a Benny Hill running away from dozens of small docile animals all suddenly intent on ending my life, until a dog bit be, somehow punctured my lung and I died... on the spawn-site... cos i wanted to kill a pig for food.
Those "Quirks" are currently too much to get over to actually enjoy adventure mode IMO.

Ahh friendly farm animals.

Yes there are quirks. What helped me get over the hump was the recent thread on getting 7 dwarves leveled up as adventurers and then have them help found the fortress.

And its fun. Having an absurdly distant destination to travel to, and the random stupidity that can happen, is its own sort of fun.

Heck I once casually entered a river to swim across, and suddenly out of no where 3 crocs attacked me and killed me.

I save scummed.

Repeatedly.

A yak once killed me as I carelessly travelled down a hill. I didn't look where I was going and ended up charging into it. Hoof Curb Stomp dead.

If you can figure out how to use autohotkey to level up your various skills, it helps a bunch, either that or a macro.

Sneak and thrower are pretty useful, as is wearing 8 shields on 1 hand. Levels up Shield skills quite fast.

Really want to have some spells which let people heal themselves introduced into the game. That would be fun.

126
DF Dwarf Mode Discussion / Have you tried adventure mode lately?
« on: July 24, 2012, 05:04:07 am »
Just an FYI - some of us play Fort mode almost exclusively.

Try out adventure mode for a bit. Its quite fun once you get through the regular amount quirks.

127
DF Adventure Mode Discussion / Re: Sneaking in camps
« on: July 24, 2012, 04:59:52 am »
It did look pretty cool.

Pretty impressive actually. Should be fun to murder everyone without them realizing.

Course that means companions become dead meat XD.

Companion: "Chaarge!"
you: *sneak* *sneak* *sneak*.

Wow I wonder if today will add sneaking to companions :D. Would be awesome to go recruit a thief/assasin or so on.

Wow that would be absurdly awesome O_O.

And with some modding we could have mages as well O_O.

*mind exploddiddeid die dum de da da die..."

128
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 24, 2012, 03:25:05 am »
Get them all on corpse duty!! The mountain must be tamed!

129
DF Dwarf Mode Discussion / Re: I have created a hell on earth
« on: July 23, 2012, 04:20:49 am »
So if you get immigrants, would they be gobbos?

130
Live!

131
If you use Autohotkey, you can avoid using a macro to level up skills.

In my test characters I leveled up throwing, archery, sneaking, swimming and crutch-walking this way. In one of the forts there is a crutch in one of the chests.

132
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 23, 2012, 04:16:02 am »
The heck O_O?


Anyway you have a lot of unused coffins already constructed - convert those to free burial and all the ghosts 25-30 of em, should be put to rest.

Regards ambushes - Consider atom smashing all your stuff to drop your fortress wealth levels.

133
DF Dwarf Mode Discussion / Re: I have created a hell on earth
« on: July 22, 2012, 01:52:20 am »
Those elves must have some absurd strength levels now, what with all those kills.

Pity you can't recruit my of them for adventure mode.  Afaik, since there are no cities for elves any more, you can't recruit them.

134
Is it possible to get some fortress mode skills up in adventure mode? Having someone become a doctor would be quite useful, or an armor smith for that matter.

I add this because when I ran a test game, I ended up with legendary fighter, archer, thrower, shield user.... Basically this would make me an elite bow dwarf, and hence only fit for military duties.

I did try switching things around using the modes in df hack, but never got it to work.

135
DF Dwarf Mode Discussion / Re: Carving a Mountain Peak Into a Tower
« on: July 19, 2012, 06:19:37 am »
The heck is going on here O_O.

I thought I'd cheat to get most items autodumped into a quantum stock pile - fine, some stuff can't be moved.

But then - Wait there are walls and walls of dead bodies?????? I mean you have a 1055 dead/missing.

I started with 29 critters or so in the others category, which included the obligatory goblin settlers and the rest were undead ghosts, who I am currently putting to rest.

Ok. Fine.

Why were they forbidden from going outside? Changed the military settings and alerts .. fine...

Invader locked doors, ok sorted 2 of them.

Now

- Why do you have some shops in the alcovs at the foot of the mountain.

Why do you have a cool staircase and then many other staircases?

Why are there so many dead ??? Wall of dead is right.

Whats the logic behind the arrangement of things? Why are the plots for farming so random?

Never really picked up someone elses save before, so there is definitely a different style going on, there seem to be multiple 'centers' to the fortress - the central area near the depots, the rooms above and then the lower base and several other places to live.

Maybe I'll make sense of it, maybe not.

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