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Messages - Cheshire Cat

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241
Other Games / Re: awesomely powerful games
« on: April 12, 2009, 07:20:37 pm »
O! i played a game like that but forgot the name. you basically ran around using combos to kill hundreds of men in an army and charge up for an attack the pretty much obliterates everything around you. its just a near endless wave of enemies.

god i wish i could remember its name

forgive me if this has allready been mentioned, but this sounds like any entry in the series of dynasty warriors games. set in some turbulent period in chinas history you can select from an array of overpowered historical figures and jump into battles with thousands of soldiers. you have to fight your way around, sometimes fullfill objectives, and kill enemy officers, who are similarly overpowered characters like yourself. also, you occasionally end up fighting some ai controlled maniac called lu bu, who is retardedly impossible to kill.

characters and story are retardedly overacted, and everyone looks like they stepped out of some crazy japanese animation. also, you can fight from the back of a horse, and recruit either small squads or special individual bodyguards depending on the game who will exclusively follow you around and try and defend you.

as people have mentioned the lotr games were like this a bit. though the conquest one was not as great as the earlier entries in the series. orlando bloom legolas FTW!

also, play serious sam 1 or 2 for a first persion version of this kind of stuff. the selling point of those games are battles with hundreds and hundreds of enimies, with a few that are the size of skyscrapers. the second one has more of the crazy, it can handle much larger battles. highlight for me are the headless guys holding a cartoonish looking bomb in each hand who run at you screaming hysterically. its a little like some of the huge masses of enimies you got in bits of the original doom games, only bigger. and with coop.

242
DF Gameplay Questions / Re: Making a Persistent Goblin Fortress
« on: April 11, 2009, 01:53:08 am »
isnt it the case now that the dwarves from your civ can migrate out and around the place after abandon, and you can find them wandering around the world or taking up posts in other civs? i remember someone mentioning that one of their macelords from the goblin fort they made in the world of traps and attractions thread ended up leading a nearby goblin civ after he abandoned.

243
DF Gameplay Questions / Re: Making a Persistent Goblin Fortress
« on: April 09, 2009, 08:34:51 pm »
oh god. you must create a legendary adamantium wearing goblin army, and make sure it is dispersed across the world after abandon. then play another fortress for a few years to give them a chance to utterly rape everything, then go check out the world as an adventurer.

244
DF Suggestions / Re: Underground Diversity
« on: April 06, 2009, 04:39:22 am »
In the water section, I am surprised no-one mentioned If you go deeper into hydrogeology, you deal with a bunch of different properties of aquifer systems.

this sounds pretty good. but i doubt if it were implemented in any way toady would try to recreate the complexities of real life aquifer systems. it would probably be something like we have in water pressure, an aproximate system that emulates real life well enough to work within the game.

i also like the mysterious toxic slime pools with all their related strange properties. having several different kinds, or a pool of random properties of which a few are assigned to each pool would be great. adding a bit of randomness like that would seriously freshen things up after you got used to it.

245
DF Gameplay Questions / Re: Dwarf won't put down "named" Weapon
« on: April 06, 2009, 04:36:23 am »
to stack the odds in favor of weapon or armor artifacts many people will give all their brown dwarves, that is all the dwarves with farming type jobs, dabbling in weapon or armorsmithing. as dwarves will favour their highest mood aplicable skill they will go create a weapon or peice of armor.

this does not allways pan out though. something like over half the adult dwarves in my fort are farmers or haulers who have weaponsmithing, armorsmithing or crossbow making as their highest moodable skills, yet so far all my moods come from the millions of children i have running around. this means i just get really random items from the crafts workshops like turtle shell chains and pig tail earings.

if you dont value your dwarves that much you can kill the moody dwarf before the complete their artifact, some players do this and aparently it means you will get another mood much sooner then otherwise, hopefully an artifact that you will want.

246
DF Gameplay Questions / Re: Will the mountain collapse?
« on: April 02, 2009, 04:47:45 am »
i use this for traps a lot. only i have a little indoor hollow several z levels above the entrance, each level has a floor on it held to the one above with supports only. i can drop each floor one at a time, then inbetween sieges i can rebuild all the floors. its great.

also, you could still collapse a mountain, you would just have to dig channels in around the sides. and is it true that big blocks of land will maintain themselves in shape when they land? what happens if there are tunnels and things in them? im going to have to mess around with this.

247
DF Gameplay Questions / Re: Which nobles should I always kill?
« on: April 02, 2009, 03:39:21 am »
ive only just recently succumbed to killing nobles, because my duchess consort kept mandating stupid items that i could not construct as i did not have the metals needed to make brass. he ordered my legendary armoursmith beaten to death for not fulfilling one of his impossible mandates.

i must have made millions and millions of helmets to get that guy to legendary, and he was just in time with the discovery of adamantium as well. so the consort got a couple of sasquatches in his room. it also stopped the duchess from popping out more children, she had like 15 already.

at first i did view it as a challenge, trying to buy enough copper items to melt and make brass with, but he wanted so frigging much of the stuff. he demanded a brass door in his tomb, a brass coffin, and brass tables and chairs and an armor stand for his living/dining areas. plus he kept mandating brass crafts, and you can only get crafts through luck of the draw. when my legendary armoursmith got hammered to death i had had enough.

his wife may go soon as well, she has a major fetish for steel, and my map has no flux. plus any exotic steel items i purchase for melting into bars get snapped up by her before i get a chance to get them to the smelters.

248
DF Dwarf Mode Discussion / Re: Goblin decorations!
« on: April 02, 2009, 03:24:34 am »
when decorating anything, the decorator has access to the entire history of the local area right up to the present. as my current fort is in an area with only goblin forts surrounding it, at least half my engravings are all about goblins. one goblins. in particular, one quite epic goblin called Gozru Werecircle, who during a 60 year career as a hunter killed hundreds of goats and camels, and many sasquatches. she and several giant eagles ambushed each other every now and then in decades long grudge matches, each time one or the other would lose a limb.

eventually poor gozru, hopping out on one leg to go hunting again with her one remaining arm, she lost her remaining limbs to her oldest surviving enemy, Smilecloisters the giant eagle, who died during the fight.

sitting out in the wilderness as a limbless blob Gozru was promptly done away with by Brutemurders the Sasquatch, who was no doubt quite keen to get back at Gozru for the many many sasquatches she had hunted down over the years.

i really dont have much to complain about, as all the goblin engravings are pretty awesome and they beat the endless images of mayors being elected, but it is pretty weird when you are playing a fortress inhabited by dwarves to have them aparently idolizing a goblin who died ten years before the fortress was founded. its also not unrealistic that i may have killed some of gozrus children in the sieges, her civ is right next to mine and she did procreate a great deal.

249
DF Adventure Mode Discussion / Re: Assasination methods!
« on: April 02, 2009, 03:15:18 am »
haha, i can remember a thread where someone took the one limestone rock and tried to kill every living thing in the world with it. the suggestion that weapons with such a mighty history should make it into legends mode came up. can you imagine, CleaningSweaps, the "Friendly Artifice of Bighting" the Limestone Rock.

my favourite throwing item has been adamantium or artifact trap components, in particular the serrated discs. they are so fun. i need to go create some in my fortress so i can do it again.

throwing stupid things like worms, sand and vomit is allways great when you are a legendary thrower. try challenging yourself to taking out an entire villiage with only things you can pick up. any small live vermin is fun.

if its possible, im curious to see what will happen if in fort mode i fill one single cage with several goblin sieges, go get it in adventure mode, then throw it or open it in an elf forest retreat. although i think if you leave a cage in a stockpile so its grabbable whatever is inside gets released on abandon.

250
DF Gameplay Questions / Re: Dwarf won't put down "named" Weapon
« on: April 02, 2009, 03:09:14 am »
artifact bone or shell is certainly as good or better then masterwork steel. though even artifact steel is probably not quite as good as even base level adamantium gear.

but seriously, i did not realize for years that my entire multi legendary army had only silver and wooden weapons, as i never changed them out after their training. they still butchered the goblins and sent their limbs and heads flying high enough to get stuck on top of my walls and inside the fortifications where i could not get them out. in vanilla DF so long as your champions are wearing iron or steel plate they are invincible to everything except bowmen and some megabeasts and demons.

251
i found the tentacle demons hard but doable one on one, and groups were ok with some decent redshirts. although i had trained legendary throwing so my stats must have been pretty good. frog demons are easier in fort mode, plus they cant grab both your arms, steal your weapon and hit you with it like the tentacle demons with their 8 limbs. spirits of fire may be utterly retarded though, unless you have channels filled with water in every major passageway just so the adventuror can put themselves out after they fight each one. my memories from fort mode is that a champion will chew up a a single SOF then burn to death afterwards, as standing near one is enough to set your clothes alight.

demons do definately make am empty fort more interesting, but if your going to put them in make sure you add some kind of fantastic reward.

perhaps you could get around this by wearing only your armor, or adamantium cloth.

252
whaha, seriously, i dont know how wildlife keeps getting into the dam, every time i think all the doors are locked a whole herd of camels gets in there and goes on a murderous rampage. ive been trying to figure out where the scorpion went that killed my latest batch of hunters, you can see some of their bodies at the lower side of the dam right where it meets the cliff face, scattered over a few z levels. they must have opened the door for it and chased it in somehow.

thanks for pointing that out, im pretty sure that map is from my current save, so i can lock it in and cage it. its probably named and untameable now, but thats perfect for use as an adventure mode trap.

the dam cannot drain back into the river, ramps seem to totally negate water pressure and also make water flow very slowly. all those doors are there mostly to allow a dwarf to run up and channel out a tile to let the water in, like digging a ramp upwards into the river, and get away without being drowned. all of that was very carefuly supervised by me, and the doors got locked afterwards. plus, there are allways multiple doors, im completely paranoid about drainage. i should wall them up now they have no purpose.

ill have to experiment with some artificial pools to confirm its temperature, ive looked everywhere and i cant find a leak, or a random channeled out ore vein or unused z level that is full of water.

253
Second, I don't think you can rig a lever to open one set of hatches and close another. It's all open or all closed.
I could've sworn I did this once. Link up one hatch, pull lever, link up other hatch. EXPERIMENTATION, ANYONE?


this doesn't work, levers contain the open/closed setting, not the item they are attached to.  All things attached to a lever inherit the same open/closed setting.

i accidentally managed to have two sets of iron bars that were ment to open and close to seal a passage, only in one setting one bar was open, the other closed, and vice versa. this does actually work and it can get damned confusing if you have one lever controlling a tonne of stuff. and this was like, yesterday, playing 40d. it may not work with all lever controlled objects though.

254
DF Gameplay Questions / Re: Dwarf won't put down "named" Weapon
« on: March 31, 2009, 10:38:25 am »
you can lock him in a room with fortifications on one side, then cause a cavein on the other side of the fortifications. the cavein dust will knock him unconcois, and he should drop his weapon. i dont think this is a bug, its just that only champions can wield artifacts, and any dwarf that picks up an artifact will never ever put it down.

in some long ago versions, whoever crafted an artifact used to carry it around with them for the rest of their lives, and use it to fight with if the need arose. this led to hilarity when you got things like a mason  who would create a diorite cabinet and refused to ever put it down, taking it to bed with him and using it to beat the evil chasm creatures to death with.

if you want to train his stats try getting his armor and shield use up. sword, armor and shield use should give him maximum stats. also, once he hits superdwarvenly tough and perfectly agile and whatever, getting him legendary in other weapons wont improve him further. artifact weapons are great, ive never gotten a longsword before. oddest ive seen on the wiki is a blowgun, which happens very very rarely, although you cant make ammo for it.

255
the brook is at the top of the dam. i selected the site specifically for that, a brook at the top of a cliff. it really seems like it may be temperature, it is a badlands/desert area and it is currently mid summer. its just odd at how amazingly fast the water is vanishing, ive got some other artificial pools and its not happening to them...

anyways, after an exchange of emails with the kind people at the map archive, ive got an account, along with the right to upload larger maps. so here we are - http://mkv25.net/dfma/poi-12822-thedam

that should take you stright to the dam as a point of interest, just drop down a z level to check out the vanishing water. after counting it seems the dam is just over 20 z levels high, throwing the switch on the plains below gives an amazing fountain. ill try capturing it in 3dwarf and posting it.

the rest of the fort also has a few interesting things, i got bored waiting for that dam to get  built and fill. now im getting bored of the place im rigging it up to be great for adventuring and ill post it on the file archive once im done, so if you want to play it but dont want to know things like where the uber adamantium axe guarded by the titan is, dont examine the forts lower levels too closely.

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