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Messages - Langdon

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211
Other Games / Re: Die2Nite
« on: November 25, 2010, 08:31:15 am »
Makes you realise how he probably got the hero tag in the first place....

True. I've been a little wary of him from day one (who picks the Guardian class?) and my suspicions have been confirmed.

Actually it won't help him at all. If all of them die in the last attack the 'last man standing' is awarded randomly.

I know. That's why we were laughing at him. The last attack was 167 zombies, so the next will probably be 200+. We took out every single defensive item from the bank, defense is now sitting at 107. If we didn't have a piston-lock I would have saved AP to make sure the gates were open. I want to make sure the four of us die in this attack, so we all have equal chances at LMS. His house has 12 defense, mine has 8 and the other two have 7, so it's not like he has a huge advantage over us.

In the attack the previous night, a few people panicked and built hovels instead of concentrating on building the Great Pit (we would have had enough planks for it too). One particularly bright individual stole a couple of mattresses from the bank (all the while loudly proclaiming that he made a mistake while transferring items around) to boost his hovel to 5 defense. Didn't help, 7 zombies ate him. Whereas I only had a tent, and I lucked out with a single zombie. Once they're past the walls, assigned zombies per person looks very random.

212
Other Games / Re: Die2Nite
« on: November 25, 2010, 02:31:34 am »
Night two was projected to have something like 140-200 zombies. We had something like 91 defense.

So we struck upon a brilliant plan. If we all upgraded to hovels, at least some of us would get lucky and survive the brutal onslaught. I dutifully did my part, and even cut some extra boards for others. After that, there was nothing to do but wait...

Needless to say, we all died screaming deaths in our own homes that night. 150 zombies on night two is decidedly not cool.

Same in our town (incoming 120-140 zombies on night two, and we only had 44 defense due to fighting over which to build first, watchtower or workshop).

We finally managed to build the workshop in the early morning, but everybody was depressed and ready to suicide when they saw the estimate.

I posted the following:
Spoiler (click to show/hide)


Rallying the citizenry with the power of !!SCIENCE!!, we built the Screaming Saws with an hour to spare before the attack. Almost everybody was drunk or drugged from the feverish frenzy of construction.

Zombie attack. As I predicted, 132 zombies attacked, 36 made it past the walls. 13 citizens died in their homes. I lied about having four chances out of five surviving - a third of the town died that night.

Now here I sit, one of the last four citizens alive in the Paralysed Hill of Bloody Tears on Day 5. One so-called "hero" ignored our pleas to help clean out the corpses and made a beeline for the bank, building a lvl-5 fort for himself and grabbing all the sheet metal and concrete blocks.

We laugh at him - he thinks himself secure in his 12-defense fort, he thinks he alone will survive to see tomorrow. We are too few to make a reliable estimate from the watchtower, but I still have my notes.

If none of us four choose to die outside the walls, there will be at least fifty zombies for every one of us.

213
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 23, 2010, 02:02:52 am »
Spoiler (click to show/hide)

I only have enough rep with the human civ to hire 17 companions (goblin patrols don't give reputation unless there's a named leader). I hit goblin towns and slaughter gobby civilians to hopefully train up my fortress recruits, but I usually lose most of them to goblin patrols along the way.

And yeah, I'm getting a nice 'Nam vibe off this particular game, I might roll up another adventurer and run patrols out of the same fortress once this one dies or retires.

214
Other Games / Re: Die2Nite
« on: November 22, 2010, 10:30:01 am »
So I'm confused by banished people.  I mean...Banished means you get locked out of town.  So why don't you auto-die that night?

I believe banished means locked out of the bank and workshop, and not allowed to open or close the gate. You can still skulk around town and get water from the well, or steal stuff from other people. Like someone posted above, Prozac got last man standing, as banished status disappears once the town enters chaos mode (8 people or less).

I hear on the french servers you can build gallows that allow you to hang people instead.

215
Other Games / Re: Die2Nite
« on: November 22, 2010, 08:49:27 am »
Can I get an invitation key up in here? This game sounds tight, yo.

...Yeah, I'll stop talking like that if you PM me one. :P

too lazy to PM. :-P As usual, first come first served. Seems like they're handing out three keys per day if you use up what you have so:

# 3NVUAR6H
# ZBUZHJ26
# V6326DD3

hmm seems like a lot of people are getting keys off this forum from google. I guess I better go to PM for the next set.

http://die2nite.hoah.org/town
My town is 18th, woohoo!
My previous town was #3 (on day 3, no less) and seemed to be doing fine until some jackass opened the gates a few minutes before midnight.

Amazingly it's still at #14, even with population 0. Apparently we were all very good scavengers, and our bank is really, really full of decorative objects. Or maybe because some other jackass built the pump and emergency supplies on day one, and we never got around to finishing the workshop.

216
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 22, 2010, 03:25:15 am »
Another goblin ambush showed up, this time with human leaders.  The 2 squads imediately became visible when they entered the map, which seemed odd.

Then the human leaders for the goblins STARTED ATTACKING THEIR MINIONS.  And apperantly started a loyalty cascade among the goblins.

Oookayyy....  It seems nobody likes the goblins, not even their own leaders.

Huh, so this abductee aggro bug isn't just my game. I thought I triggered it on my world because I played an adventurer before embarking, but if the goblin loyalty cascade bug isn't linked to adventure mode...

217
DF General Discussion / Re: How to start a (goblin) civil war
« on: November 22, 2010, 03:22:56 am »
Why do we need to mod them to build towns though? Couldn't we have them build forts and get somebody from the fort?

I believe its because goblin towers don't appear on the map in adventure mode if you don't mod them to use CITY. Apparently the sprawl code isn't in for dark towers, elven trees and dwarf fortresses.

218
DF General Discussion / How to start a (goblin) civil war
« on: November 22, 2010, 01:41:22 am »
Ok I put up a bug on the tracker, http://www.bay12games.com/dwarves/mantisbt/view.php?id=3685, where I noticed goblin ambush squads arriving at my fortress would immediately kill each other at the edge of the map.

Going through Legend mode showed that a goblin faction, The Clean Malice, which is a group from the goblin civ The Dread of Trails, somehow became an enemy of its parent civ. The attacking goblin squads contained goblins (and humans) belonging to the Clean Malice, and non-Malice goblins were killing them. Essentially, loyalty cascade but this time on the goblin side.

Digging deeper into legends, this is how I think I managed to produce this situation:

1. Mod your game so DEFAULT_CIV for goblins is CITY instead of dark fortresses, so goblins spawn with human-like towns.
2. Find a goblin civ and a town/hamlet founded by a subgroup of that civ. Ideally this town would be close to potential embark sites for your future fortresses, and invaders would be coming from this town.
3. Create an adventurer from a civ at war with the goblins, and have him get some reputation (enough to be able to hire four or five companions).
4. Go to the goblin town you picked with your adventurer (make sure you have free slots for hiring more companions) and attempt to get a random goblin to Join your group. This should be possible if your adventurer has not killed any goblins yet (and is unknown to the goblin civ).
5. Watch as all the other goblins pummel the hapless gobby you hired. Watch them kill each other afterward for murdering the goblin.
6. ? ? ?
7. Profit! *

*"Profit" in this case means goblin mayhem, and a relatively safe environment for fortresses in the area, as goblin ambushes will reveal themselves as soon as they enter the map, and goblin sieges will soon devolve into vicious free-for-alls.

It should be possible to produce similar human or elven loyalty cascades if you can spawn adventurers from civs at war with them.

219
Other Games / Re: Die2Nite
« on: November 21, 2010, 01:20:41 am »
I see people posting invite codes here, so:

# J61MBMBT
# 2WB8XLKV
# V9D5UG1F

Edit: lol that was fast, all three codes used.

220
DF Announcements / Re: Dwarf Fortress 0.31.17 Released
« on: November 15, 2010, 05:08:21 am »
I am a bit concerned to down load this new update, mostly cause I "heard" there were some bugs with Dwarf Fortress mode. Is this just people talking or for real problems?
Also, is it worth it anyway?

The only game-stopping bug I've encountered is the weapon trap crash, but cage traps are unaffected, so trap-dependent players (i.e. you need wooden spike-laden "danger rooms" to train your military) might want to hold off until .18.

Other than that the new revamped combat is great in fortress mode, ettins and larger beasts in my game seem much harder to kill, and my half-trained military is taking far more casualties from goblin ambushes than in my previous games. Training seems much, much slower too (normally I'd have champions by the second or third year) which, for me, is a good thing.

221
DF Announcements / Re: Dwarf Fortress 0.31.17 Released
« on: November 15, 2010, 05:00:31 am »
Anyone know how to twist the weapon if the enemy is on the same tile as you (prone under you) ?

pressing 5 I think (middle key on the keypad) will auto-attack enemies on the same tile.

222
May I venture a guess that a rock slab is for non-coffin burials?  Say, for "burying" someone that no longer has remains.

It doesn't appear to be. I built one, and as far as I can tell it serves the same purpose as a statue. Not sure exactly what the point is.

After you make a stone slab, go to your craftworker's shop, and select engrave a memorial (alt-S). You will be presented with a list of dead dwarves and other creatures (my list included dead merchants and goblins). Havent gone beyond this point though.

I am assuming this will produce an engraved slab you can use to memorialize your lost dwarves, and like burying, will prevent the dead from coming back.

223
DF General Discussion / Re: Dwarf Fortress Stack Exchange?
« on: July 08, 2010, 02:53:17 am »
RCIX, having Toady redirect users from the forum allows them to find it, but doesn't address my main point: leaving the forum site.  It is easy to be waiting on a community game post or a reply to something, and casually browse the help forum and maybe answer a question or two.  It is harder to leave the forums (where you have the nice Show New Replies button and the ability to click back to your forum of interest in one click) and then answer a question or two and come back.

Beyond just inertia, I think a lot of the good support we have here comes from time killing, which will honestly never translate.  Actually I think that has a bit to do with all the things that get discovered that people are then too "lazy" to post on the wiki.  It isn't that they meant to and never got around to it so much as that it was an extra step in the thought process that they never really got to.  Out of site, out of mind. (Pun intended).


Speaking as an occasional forum poster (I usually post only on the Gameplay Questions forum, helping out new users when I feel like it) I agree with UmbrageOfSnow. I use only three sites, the wiki, the forums, and the bug tracker when trying to answer my own questions, in that order. I like helping out new players, and I find the wiki far more useful than the forums for getting answers for my own gameplay problems.

Adding another site would create yet another smaller subset of users, both experienced and new, which will split the community. (In my opinion, far, far fewer people will go to the SE site, even if Toady removes the Gameplay Questions forum here). I for one will not use yet another site - I'm finding I'm not using the bug tracker as frequently as I should, because that requires a separate login.

Now, if the new SE thingamajig REPLACES the bay12forums (same site, same login, same front page) then I would reluctantly use it, because there won't be anywhere else to go for questions and answers. But that's the only way I see myself using this, despite how technologically/social-networkly/shiny advantageous SE is over this forum.

224
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 01, 2010, 11:48:26 pm »
I was happy to find there were no more wagons in 2010.

Note that wagons will come back eventually, once Toady fixes some bugs with multi-tile creatures.

225
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: June 29, 2010, 09:44:02 pm »
For some reason, tame large animal isn't working for me. I have an animal that doesn't require a dungeon master, but it won't let me tame it. Also, any time I try to put my cursor on an animal while using the tame animal command and then scroll past a building, it acts as though I'm using the Q key and then lists the commands for that building.

Tame large animal requires:
1) you have a large tameable animal in a cage
2) going to the Kennel, using "q" and pressing "m" for Tame Large Animal

If you don't have any eligible animals, the next screen will be blank. Otherwise, you'll get a list of animals to tame, select one, and the animal trainer will go over to the cage carrying some food to use for taming.

At no point do you need to move your cursor over the animal... if you have a cursor you can move then you are at the normal interface screen, not at the Kennel taming screen.

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