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Messages - Cheshire Cat

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106
DF Adventure Mode Discussion / Re: Questions on healing.
« on: April 13, 2010, 12:30:59 am »
here is an epic post i did on this stuff from another thread.

new report - i have been able to heal bleading wounds after pulling out crossbow bolts through travelling, and have been able to travel-heal flashing mortal wounds to my heart delt by human hammernen (with silver mauls. seriously, everyone in my world has silver weapons. silver arrows, axes, swords.. i even started with them, its mental)

this is using the latest update toady put out, with the gfx pack from mike mayday. if the new minor update does not contain some kind of fix here, then it just might possibly be infections. people dont seem to be able to heal those in adventure mode at all... anyone got any new experimental data to add? im still collecting mine.

also, while cloth can be wrapped around wounds, the consensus has been it does not seem to stop bleeding or help much, but keep trying. we dont know everything about health in this release yet, specially in adventure mode.

EDIT: after a rather epic fight, a smashed thumb, which shows up as a compound fracture in the health screen, has not healed wheras multiple other stuff, including a bleeding leg from a bronze bolt, has. so... serious wounds normaly needing treatment dont heal? im guessing a bone sticking out of a thumb would require setting before it could get better.

EDIT EDIT: so travelling a lot more and sleeping in towns, the compound fractures and another bolt wound in my foot have healed to a point, then show as infected and will heal no further. i found a human surgeon and pursued every conversation option, but there is nothing do do there. bleeding wounds still seem to heal when i travel, although i have healed a lot of them without travelling. so perhaps really bad injuries, comparable to compoud fracture, will not heal with travel...

107
DF Adventure Mode Discussion / Re: A Lone Mad Dwarf
« on: April 13, 2010, 12:29:47 am »
i was trying to find a way to recruit my adamantium clad champions in 40d. locking them in a room means you find all their corspes and gear, driving them to insanity means they hang around and represent a major threat when you come back as an adventurer, and knocking them out with cavein dust while they are standing on cage traps, then placing said cages and attaching them to a lever, seems to mean they are suspended in stasis indefinately, and you can come back and release them to help you fight the HFS. so dwarves who cannot path out often die or occasionally go nuts, and dwarves who were allready nuts hang around and stay that way.

so if your trying to craft an awesome fortress exploration experience, try all  that stuff out. also, you can find the corpses of every domestic animal lying around the fort. they all die immediately on abandonement. the wiki article has some more info.

108
DF Adventure Mode Discussion / Re: 0.31.02 The blood, it wont stop.
« on: April 12, 2010, 10:22:08 am »
new report - i have been able to heal bleading wounds after pulling out crossbow bolts through travelling, and have been able to travel-heal flashing mortal wounds to my heart delt by human hammernen (with silver mauls. seriously, everyone in my world has silver weapons. silver arrows, axes, swords.. i even started with them, its mental)

this is using the latest update toady put out, with the gfx pack from mike mayday. if the new minor update does not contain some kind of fix here, then it just might possibly be infections. people dont seem to be able to heal those in adventure mode at all... anyone got any new experimental data to add? im still collecting mine.

also, while cloth can be wrapped around wounds, the consensus has been it does not seem to stop bleeding or help much, but keep trying. we dont know everything about health in this release yet, specially in adventure mode.

EDIT: after a rather epic fight, a smashed thumb, which shows up as a compound fracture in the health screen, has not healed wheras multiple other stuff, including a bleeding leg from a bronze bolt, has. so... serious wounds normaly needing treatment dont heal? im guessing a bone sticking out of a thumb would require setting before it could get better.

EDIT EDIT: so travelling a lot more and sleeping in towns, the compound fractures and another bolt wound in my foot have healed to a point, then show as infected and will heal no further. i found a human surgeon and pursued every conversation option, but there is nothing do do there. bleeding wounds still seem to heal when i travel, although i have healed a lot of them without travelling. so perhaps really bad injuries, comparable to compoud fracture, will not heal with travel...

109
DF Adventure Mode Discussion / Re: Questions on healing.
« on: April 12, 2010, 10:07:08 am »
quick. that pus belongs to you. use g to grab it and scoff it back down fast before some elf steals it.

im getting hit in the chest by human hammerman, getting a flashing mortal wound, then travelling it off fine. although im yet to try this with anything that has had the time to get infected though. perhaps infected wounds do not heal? i seem to recall toady saying something about infected wounds in fortress mode never healing unless properly cared for. seeing as that cannot happen in adventure mode, the wounds may be permanent....

also, anyone found out how arrows/edged weapons simply dont work good on armoured foes anymore? and how hammers/flails/maces can seriously mash an armoured opponent where a sword wont, yet you often need to swap back to your sword once they pass out if you want to kill them anytime this century?

110
DF Adventure Mode Discussion / Re: Hunting Titans?
« on: April 12, 2010, 07:38:14 am »
Easy mode: Set Titan number to 300-400 or even 1000 on world parameters. Enjoy all the ruined civilizations.
Of course, then you have to deal with the ensuing waves of titan attacks.

aaaand this is considered bad how exactly?

i thought this game was about FUN.

111
DF Adventure Mode Discussion / Re: 0.31.02 The blood, it wont stop.
« on: April 12, 2010, 07:33:08 am »
blood got all over the place more then normal in my first goblin attack as well. seeing as i did not understand the new squad system i got pretty hammered, they were all bowgoblins.

in adventure mode, the new compat reports describe blood spraying everywhere whenever you hit an artery, and in the description page, a hydras 3rd severed neck was described to be "spraying (lengthy name of hydra)'s hydra blood."

i also found myself able to pick up the said hydra's blood and put it my backpack, and then take it out later and drink it.

truly armok must be pleased.

112
DF Adventure Mode Discussion / Re: Let's Play Adventure Mode 2010
« on: April 12, 2010, 07:28:38 am »
heh, i just tried adventure mode just now.

my dwarven city was walled in, so no jobs from there.

i travelled to what i thought was a cave, fought an epic hydra battle on top of a small hill with a flat diorite top. lightening flashed as fangs and claws met cold silver(?) short sword.

killed the hydra. hooray, new combat reports are epic. kept the corpse and the severed heads, drank some of its blood, and found only little alcoves rather then a cave.

local human towns seem to have had buildings destroyed, shops are empty and everywhere i go i hear crundles getting stuck in webs. next town i try sleeping in, and after 5 minuites of waiting it seems the game is still trying to figure things out. i need to trade in my silver short sword for an iron one at least...

its nice to see a detailed account of someone elses experiences. im hoping to reach the bottom of the world unasisted and triumph over whatever i find down there.

113
DF General Discussion / Re: Dwarves and elves... identical?
« on: April 10, 2010, 02:04:28 pm »
hooray i dont have to eventually magma burn all that goblin crap i get from so many damned sieges. i can also be an elf in adventure mode (which of course i will never EVER even consider, as a good df player. ever.) and grab and wear stuff from my abandoned fortress. or in fortress mode buy stuff from the elves (as if, because i am of course a proper df player who seizes elven caravans and starves the elven caravaneers into insanity, then burns them.) and make my dwarves wear it.

does this mean that goblins are comparably tougher vs dwarves then they were in previous versions? i seem to recall them being slightly smaller with a lower damblock. i also recall the random goblin siege being led by adopted elves, and elves wearing iron were insanely hard. all that retarded speed. is that still in the game?

114
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 09, 2010, 11:56:19 pm »
has anybody yet seen where you find bones and shells in the stockpiles menu?

its been asked a bunch of times now, by the silence i guess everyone is equally flumoxed.

you can get them into refuse piles sometimes, but they still dissapear if the refuse pile is outside, which is less then ideal. this is important! with the currently insanely user infriendly interface for the military, and the fact war dogs can no longer bite through standard clothing, a tantrumming dwarf is more dangerous then ever before.

115
DF Gameplay Questions / Re: [2010] Lack of Goblins?
« on: April 06, 2010, 10:54:08 am »
haywire - now you know the future of your world. its time for you to change it.

looks like you need to create yourself an insane dwarf who can act as your warlike kings champion, and save his race from the pointy eared tree hugging hordes.

ah, if only you could jump in as an adventurer, mess the world up, then run worldgen again for a few hundred years to see the consequences of your actions....

i also wish we had some kind of better way of reading legends, the endless lists of figures and things annoys me. can you dump it into some kind of file that is readable by external database programs?

116
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: April 06, 2010, 10:47:31 am »
to everyone finding hunters cant hunt - they need a quiver or they wont carry bolts. as in previous versions, hunters seem to grab wooden or bone bolts (mine did once i gave him a quiver), but you can set them now to accept metal ones.

its been posted twice in this thread so far. confused me a whole lot as well, in the old version a dwarf would carry a stack of bolts in his/her hand, and failing that would run out and bash elks and deer to death with the empty crossbow.

this thread lists a bug that also stops hunters from hunting, although im yet to encounter it -
http://www.bay12games.com/forum/index.php?topic=53156.0

my question is somewhat relevant to nicks. i cannot find out how to create refuse piles that will accept only bones and turtle shells. in previous versions i would have an indoor stockpile that would be full of bones and shells which would take from the outdoor stockpile after corpses and the like had rotted away. there no longer appears to be bones, shells or skulls on the refuse item menu, yet shells are definately making it into the refuse stockpiles outside.

anyone figures that one out and i will be eternally gratefull, i want my bones and shells indoors so they dont dissapear next season, if that still happens now.

117
DF Gameplay Questions / Re: Wells over wells over wells?
« on: April 06, 2010, 09:56:24 am »
 i made one of my old forts based around the way you can have wells over each other.

i had 4 main wells, the fort was mostly vertical, spanning something like 30 z levels with a massive artificial underground lake at the bottom. so many dwarves died in the digging of those massive shafts, thanks to my silly ways of designating things, and the fact that i only filled the lake after the shafts were done.

i actually lost all my miners together at one early point due to digging the shafts from the bottom up. they had been falling, getting back up, climbing to the top again, then digging the floor out from under themselves. then suddenly they all reached that critical height where they died rather then getting knocked unconcious. those were the days.

so in summary, yes. wells over wells, functional, fun and safe!

118
DF Announcements / Re: Dwarf Fortress 0.31.01 Released
« on: April 04, 2010, 07:22:13 pm »
sweet jesus. why did i have to check this now.

i have friends coming over in like half an hour, and they are staying around all day. now all i am going to be thinking of is how much i want them to go home, so i can try out the new df version.

toady, what have you done to me.

119
im so happy with the things in this release. hear that mr toady?

im so happy this release is finally coming, and a week lets me get my current batch of uni assesments done, so i wont be tempted to explore the new underground rather then do my essays. hooray.

hooray hooray hooray indeed. i was getting bored of mid 90s adventure games in my downtime. all the things in this release are nearly all the things i felt DF mode was seriously lacking in. if i was not a penniless student living in my parents garage i would totally donate something.

also reading through all the discussions that have come up here makes me excited for the far flung future. and the likely neww mods we will be seeing. morgues, autopsy rooms and related guilds indeed. the bugs will be fun.

120
DF Dwarf Mode Discussion / Re: Because of Dwarf Fortress...
« on: March 25, 2010, 02:03:49 am »
i drempt that a giant green letter U was folliwing me around my house while i was trying to get things done. it kept saying "excuse me, a moment of your time please..?" in a posh british accent.

stupid human liasons.

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