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Messages - EuchreJack

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16321
Curses / Re: Feature suggestion: Mission Time Limit
« on: August 07, 2008, 09:22:56 pm »
There's already something like that in missions, in that once you commit your first Liberal act in a Conservative location, it seems that simply staying in the location will eventually lead to an alarm.  Some Conservative sites (such as the Labs) will eventually trigger an alarm by simply waiting in the lobby.  Other locations require breaking and entering to just enter the location, such as the Factories.

16322
Curses / Re: " to others, a piece of crap "
« on: August 04, 2008, 05:19:33 am »
First, I just remembered that the line actually reads "to others, an offensive piece of crap".

Based on that being the statement, I assume it was added so the player knew not to take the game too seriously.  For instance, there haven't been any genetic monsters who breath fire sighted in reality yet.  If you were interested in politics, you might take offense to the game.  Being Apolitical can only help your enjoyment of the game.  One thing I like is how the game takes potshots at both the conservatives and liberals.

16323
Curses / Re: Rethinking the issues
« on: August 04, 2008, 05:09:33 am »
As long as sleepers remain effective, the length of time to victory shouldn't be a major problem, just as long as all the sleepers don't die of old age before victory can be achieved.

16324
DF Modding / Re: Dwarf Fortress 40k
« on: August 02, 2008, 01:27:38 am »
Thanks for explaining the ranged weapons.
I just figured out how to read the raw object files, and find out the specifics on the weapons.

I created a fortress simply to discover some facts about the weapons, but that purpose is gone.   :'(

Still, I found Iron!  ;D

Also, the ammo type for the stubber is incorrect.  In order to make it work, the type needs to be changed from "ARROW" to "BOLT" in the item_ammo file.

16325
Like the Videos, good to see the device works!

Hey, maybe Cepheid is a mute, and the horse who died was the real spy?

Just in case, why not leave Cepheid in the trap until it's needed, just to make sure?

You could draft some dwarfs who need dicipline into the army, give them no armor or weapons, and have them spar the best soldier.  Undrafting or clever use isolated barracks should make sure the matchup is as uneven as possible.  Who knows, maybe the dwarf will only lose their kneecaps!

16326
Name: Plumpy
Profession: Brewer/Cook, also Herbalist/Farmer (only if I have too)
Description: I LOVE food and alchohol!  I'm willing to do all the cooking and brewing, as long as nobody minds my tasting what I cook/brew.  I'll even harvest plants if I have to.  I've been known to grow plants when desperate, but I usually don't want to wait that long.  It takes, like, forever for plants to grow.  Everyone calls me Plumpy because of my fondness of the Plump Helmets.  The fact I have a slight weight problem has nothing to do with it.

Plumpy wispers softly: "And if things go bad, this wouldn't be my first time working with dwarf tallow."

16327
DF Adventure Mode Discussion / Re: Where did he get all that stuff?
« on: July 31, 2008, 11:11:14 pm »
I've seen some guards keep falling and dropping equipment, probably because of the weight.  Then again, maybe that was a previous version...

16328
DF Modding / Re: Dwarf Fortress 40k
« on: July 31, 2008, 06:04:10 pm »
I like the sci-fi setting of this mod, but I'm not up on all the Warhammer 40K lingo.  I was wondering if somebody could tell me what each weapon is in dwarf fortress termonology.  And if the weapons have any special attributes (like one of the swords hits for more damage vs the other hitting for more criticals), I'd be interested in that also.  I'm trying out a fortress to answer the question of dwarf fortress equivalence, so I'm mainly asking just in case the fort fails before I can report back.

By the way, great mod!

16329
DF Adventure Mode Discussion / Re: Adventurer bling?
« on: July 31, 2008, 08:43:48 am »
I don't think those are tropies, more like the accumulated wealth from being a peasant.

I often use the "play now!" option, for fun and variety.  With this mode, you start out with a naked unarmed human, with no skills.

Now, if I settle this human in a human town (not certain it works with other settlements), play another adventurer or fortress, then come back, I find the previously naked human has clothes on, and some bling.  Without killing anyone.  Very cool, thought the bling usually isn't enough to buy a weapon.  :(

16330
DF Adventure Mode Discussion / Human contaminated by Elves
« on: July 31, 2008, 08:38:22 am »
My human adventurer betrays her hometown.
Then, I realize after traveling to the only other human town that there's only one human civilization.
So, I drop most of my loot, since I don't have the patience to find the dwarf shopkeeper.
Then, I see an Elf Prisoner, who I free, more because I need the muscle than anything else.
Turns out this guy's the Elven Diplomat, guess negotiations aren't going well.  :D
So, I flee to an Elven Forest Retreat to settle down for a bit.

Then, after failing at fortress mode for a bit, I abandon my fortress.

Well, I think it would be fun to use my Human Thief, as I call this adventurer.

So, I travel to my old fortress, move some stuff around (it's so nice to be able to manually move my stuff around), get attacked by an imp, kill said imp with a crossbow I found, other fun stuff.
Then, when I go to attack a wolf from hiding, I find the game asking if I really want to do this.  I assume it's because I'm in hiding (which I later confirm with the sleeping humans who want me dead, losers).
After killing this wolf, and other stuff, I explore a cave.
I again stealth attack a Giant Bat, same prompt.  Then, I notice the Giant Bat's not kicking my butt.  Though I should say that my Elf companion is still with me.

So, it appears that either staying with Elves, or having Elf companions, gives you the same wildlife protection that Elves have.  I don't know which.

Now, if I can just port my adventurer to Liberty Crime Squad, where such hippie behavior is encouraged in humans...

16331
DF Gameplay Questions / Re: Hermit challange
« on: July 31, 2008, 04:13:54 am »
Brewing gives you seeds, and the alcohol can be used for cooking, if it's not needed for drinking.  Plump helmets are your best friend in this case.

As for the negative emotions from the death of friends, putting the friends in caskets can decrease the negative emotions (as opposed to just letting them rot).  Also, I think the emotions vary in intensity based on how much the dwarf actually liked their comrades, so there's a random component.  If you don't care which dwarf is the hermit, you can just chose the dwarf that has the fewest friends.

16332
DF Gameplay Questions / Re: Is Exodus normal?
« on: July 31, 2008, 03:56:47 am »
In regards to mass murders, I ask one simple question:

How many fish dissectors do you really need?
(in case you don't know, this is a useless profession right now)

Just playing devil's advocate.  Actually, I'm a believer in letting the fort run it's course, no matter how things work out (unless mass murder was my original goal, then... one has to follow one's goals).

16333
DF Gameplay Questions / Re: Starting with a soldier?
« on: July 31, 2008, 03:47:34 am »
Two things about dwarfs and hauling:

First, if you plan on switching between civilian and soldier a lot, you need to have a civilian skill at non-dabbling for the soldier, so as to not cause negative thoughts during the switch.

Second, I'd swear I've seen my soldier hauling items to a stockpile near his station point while on active duty.  Maybe somebody else can confirm how this happens?

By the way, I currently have a fortress limping along with 3 dwarfs:
One who does all the work.
One who stands guard with his crossbow (crossbows are SO overpowered, ha ha)
One who's lying in bed, recovering from wounds

And the kicker...It's the end of the first year (the other four starting dwarfs are confortably resting in coffins)

16334
Curses / Re: Rethinking the issues
« on: July 31, 2008, 03:27:18 am »
I'm sorry, I was just trying to help.  I guess I need to rethink the issues.  I'm sure I'm not the only one.

16335
Actually, Jack's really is a girl, named Jill ironically.  As you can imagine, fur trapping expeditions generally don't accept girl butchers, due to the unwaranted expectation that girls should be sheltered from such activities.  (in other words, I'm alright with Jack the guy being Jill the girl, sorry the first name wasn't original enough)

In related news, Jill wants to know what's wrong with laying on warm, soft animal carcasses?

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