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Messages - Yuu_Inohara

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1
Curses / Re: Great RNG Names You've Gotten
« on: June 22, 2013, 02:04:27 pm »
I just recently started a new game, and ended up with Theodore Roosevelt as the name of my founder. I really can't think of a more fitting person for the job honestly.

2
Yes, the axe is VERY useful, since it means I don't have to hunt down hammers anymore, but I'm still not about to take on CHAR guards with it (and I've fought quite a few in the underground facility), since shotguns aren't very friendly towards melee combatants (Heck, I got hit by one from max range once and it sent me from 23 HP to -8, and thats with an army suit).

And I suppose Jason might be a bit of a threat to someone who finds him accidentally without realizing he's where he is early on, but still, the music and intro kinda made me expect more is all :P.

Edit: Went back to the hospital in my current playthrough to stock up on blue and green pills from the storage area (I had barricaded the rooms with them in it so other survivors wouldn't nab them)... Place was basically empty save a couple zombie patients and doctors and everything was splattered with blood and vomit... And damn did the music give me the chills going through there, especially that whole EKG lead in.

3
I started playing a while back, finally got the hang of it and made a small bunker inside a CHAR office (not the one with the basement, I dread making the move to that one since its quite literally on the other side of the city and even with all of my skills maxed it'll take several trips.)

Some observations though:
1. The manual is somewhat inaccurate, with maxed skills I am effectively a god of death against anything that doesn't have a gun (bloody black ops bastids).
2. Black Ops seem to prioritize killing the player over killing the zombies around the player... This is quite frustrating as not only am I swatting away shamblers trying to munch on me, but I'm also dancing around sniper fire in the process.
3. I have found it to be MUCH safer and easier to go without followers, contrary to logic in these situations. Followers require a lot of micromanaging (telling them to guard if you want to go off alone, telling them to drop their inventory and manually giving them shit so they aren't cluttered by empty guns and planks of wood that could be used for barricades when they don't have any carpentry skill, having to wrestle with them to get them to follow you again after being set on guard) and they burn through your food and ammo much faster than if it were only you (plus most of my bases have natural choke-points so I can easily take enemies one at a time anyway). Plus they draw much more attention than just you alone, since while you're alone, zombies are less likely to tear apart your base due to picking up your follower's scents while they're guarding, and if traveling in a group you leave that many more scent trails for them to pick up, and are more likely to be spotted by black ops, which is always a pain in the ass. Also they lock you down to one district if you run out of a particularly vital item and have to try to find more but don't want to pack up and move bases.
4. Jason Myers is a wimp. I was actually rather disappointed when I found him because he had this huge boss fight fanfare... And then died from one pistol shot.
5. It'd be nice if army supply drops occasionally dropped weapons or ammo. Once everything has been bled dry you basically have to pick through corpses or take a massive risk and fight some black ops for more ammo for guns, and really, even with Myer's axe, I'm not suicidal enough to try to beat the game without guns and ammo.
6. Police armories make excellent safe houses early on while groceries are still abundant, or if you're willing to risk it, move everything downstairs into the holding cells and open the doors so you have the benches to use as beds and can easily fortify the area.

4
I fear I canīt take him out without destroying my whole fort.
You know what you must do... And if that doesn't work, draft the bugger since apparently he can't die.

5
DF Gameplay Questions / Re: World of Evil
« on: April 10, 2009, 09:59:31 pm »
that helped a bit, thanks for informing me about that.

6
DF Gameplay Questions / World of Evil
« on: April 10, 2009, 05:56:15 pm »
Alright, I've been playing for a while, and I decided to try something different, generating a world with mostly evil terrain, however, I've consistantly run into issues while doing this, notably the map turning out 90% good with tiny pockets of evil, the exact oposite of what I've been looking for. Does anyone out there have any idea how to get this to work?

7
DF Dwarf Mode Discussion / Re: A city inside a mountain
« on: April 08, 2009, 08:06:56 pm »
I actually did something like this a long time ago.  Apparently, in the build I had, if you dug out the top of a mined out cavern and exposed it to sun then grass could grow there. 

The catch was was that I was in an arctic/glacier environment where it was physically impossible for "green" terrain to grow outside.  I ended up deconstructing and reconstructing a massive portion of the mountain out of ice blocks and having a "biodome" in the middle of the arctic wastes that looked like I was in a temperate or tropical environment, albeit with some areas being snowy, grass covered areas too, due to snowfall covering the grass before I could construct the ceiling.  I imagine the place looked like something out of a James Bond movie.


Ironically, it's now an underwater indoors biodome filled with greenery now, too, since I really screwed the pooch on my water pumping idea.  So there's an indoor lake littered with the skeletons of drowned dwarves in the mountain now.

Wow, thats pretty sweet.

Anyway, attempt 1, failure, I managed to make a shelter fort as I carved out the inside, and then hit a point where I ran out of drink... And I had been hoping to find the level with the aquifer on it by now, no such luck, though, the ensuing tantrum spiral seems to have gotten its own engraving

Spoiler (click to show/hide)

Fortess Overview, pardon the crappy camera work.
http://mkv25.net/dfma/movie-1255-mountaincityattempt1

at the time of the recording about half the dwarves were insane and beating each other to death with their own pants, and half dying of thirst

8
DF Dwarf Mode Discussion / Re: A city inside a mountain
« on: April 07, 2009, 01:20:55 am »
Alright small setback, after getting caught in the end of quarter rush in college and then spending most of spring break generating maps, I've yet to find a decent mountain with which to do this plan with... Now I've found suitable mountains don't get me wrong, they're just either smack dab in the middle of undead central or just have nothing in the line of the resources I need (mainly sand and wood). So, due to this rash of bad luck, unless someone has a generated map with a good mountain on it, I'll go to plan B, hollowing out a segment of a mountain range and working from there, work should start sometime wednesday or so. At this point I doubt this'll be as original as I hoped it would be, but damn it, I'm doing it anyway, come hell or high water (famous last words...).

As for how I'm working this, I plan to leave as much of the floors between layers intact as possibly to aid in city planning, and I'll probably carve buildings out as I go along, but I'll still be carving out most of the rock as I go along.

9
DF Dwarf Mode Discussion / A city inside a mountain
« on: February 23, 2009, 02:13:07 am »
So yeah, since this isn't really a community fort or story, and its left question territory, and it involves Dwarf Mode, I figured I'd start a topic here detailing my attempt to hollow out a mountain and construct a city inside of it. If theres a better place for to be, the moderators can feel free to move it there if they wish. I'll be marking down screenshots of anything interesting that happens and any significant progress I make.

10
First off, make sure to pose an AAR or at least a map or 12 of the progress. I want to see it. :D
Those unfortunately I don't really know how to do right off, mostly because I never had to do them before.

Third, It'd be funny to have a floating mountain; with only pillars holding it up from below. Travelers could go under the entire thing, look up, and see the underside of your city.
Indeed it would, that'll probably be my next project.

Fourth, make sure there's a long drop from top to bottom for nobles. Have a big mosiac that they land on, as a tribute to Amrok.
You think any of the other dwarves would mind if the drop lands in the city square?

11
Alright, I've taken a rather long hiatus from DF, college is to blame for this sacrilege, and I want to do something big for my return.

Now the topic title may look like it belongs in DF Mode Discussion or something like that, but let me explain- I wish to completely hollow out a mountain, leaving the sides and floors of course, but having a nice big open space on the inside, in which I shall build a city, and by city I mean with actual roads and buildings and such, not just a bunch of rooms, but heres why I posted this in the questions forum, I need help

How shall I set this up so that the mountain doesn't collapse on me while I'm doing this without turning off cave-ins?

one idea is to lay down roads as I dig out and set up pillars at street corners  to hold things up, atleast until I can get buildings constructed, but I don't know if that will be enough.

12
DF Suggestions / Re: Socializing should not raise strength
« on: February 22, 2009, 02:22:17 pm »
Well these are dwarves, maybe they socialize by beating the shit out of each other with their beards?

13
DF Suggestions / Re: Game Master Mode
« on: February 22, 2009, 01:28:16 pm »
Wow, this is a new idea, but it would add a lot to testing mods, one of the things keeping me from doing my own mods too much. Question is, what would Toady have to do to add this in?
Divide by zero and sacrifice some of the players to Armok probably. Though this would be somewhat cool to have around.

14
DF Suggestions / Re: Wheelchairs (again)
« on: February 22, 2009, 01:05:53 pm »
Or by jumping the stairs in their wheelchairs... which is just plain rediculous.


Ramps vs. stairs: Sure, why not? Stairs == very slow, ramps == normal speed. (Or, if very unfortunate, much faster, though only briefly.)

Fixed.

I think we may have invented a new sport.

15
DF Suggestions / Adventurer Escape Artists
« on: December 14, 2008, 03:03:32 pm »
Alright, well, this came to mind while exploring one of my old forts, but there should be a way for adventurers to get out of pits that don't have water in them and caved in areas, either by digging, or by using a rope (for pits), or something like that, cause it can be quite annoying to have found some nice artifacts and then on your way back out either fall into a pit into the next level which has become blocked off, or finding the stairs have been blocked by a cave in, and not being able to do anything but sit there and wait to die of starvation or thirst.

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