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Messages - kotekzot

Pages: 1 ... 14 15 [16] 17 18 ... 65
226
DF Adventure Mode Discussion / Re: Killsteal
« on: June 10, 2011, 12:31:50 pm »
That's because civvies in towns are really retired veteran warriors. Those in fortresses are yet to finish their training.
Only in Dwarf Fortress.

227
DF Dwarf Mode Discussion / Re: Fun Embark
« on: June 10, 2011, 12:20:26 pm »
If elephants because anything like hippos do then your hunter is going to slaughter them without the elephants even raising a tusk in defense.

228
DF Dwarf Mode Discussion / Re: Cleaning, how does it work?
« on: June 10, 2011, 12:13:58 pm »
Syndromes are two varieties, permanent and not.  The only Vanilla permanent syndrome is a phantom spider bite, causing some numbness and nothing else.  All other syndromes have an ending time.  When you slather some GCS venom on yourself, it causes non-specific paralysis, which eventually wears off.  Unfortunately, the lungs stop when paralyzed, so you'll die before the syndrome wears off.  If a syndrome causes necrosis, then the syndrome will end, but you've still got rot and blight to deal with, which can last far longer than the syndrome itself.  That's the real issue, the side-effects will often outlast the syndrome lifespan.
Has it been determined forgotten beasts and clowns can't have syndromes with permanent effects?

229
DF Dwarf Mode Discussion / Re: Cleaning, how does it work?
« on: June 10, 2011, 10:10:16 am »
AFAIK, syndrome effects are separated into short-term, long-term, and permanent. Don't know if short- and long-term effects' duration is determined by time of exposure. Permanent effects obviously won't be. So yeah, it's not perfect, but it's better than nothing.

230
Building up is several magnitudes more difficult than digging down.
I think you meant to say "annoying".

231
DF Dwarf Mode Discussion / Re: Cleaning, how does it work?
« on: June 10, 2011, 09:46:17 am »
They won't get covered in extract while going through a cleaning trough, but they will be exposed to it while inside of the trough. It shouldn't be a problem for most extracts, though.

232
DF Dwarf Mode Discussion / Re: Foods value
« on: June 10, 2011, 09:37:19 am »
Forgotten beast meat is about as expensive as cat tallow though. I think removing quality modifiers from individual ingredients would be a rather simple solution. Then again, it seems everybody keeps starving to death, so maybe food will be insanely expensive anyway.

233
DF Adventure Mode Discussion / Re: Can you kill off a fort?
« on: June 08, 2011, 04:59:06 pm »
If it was possible to embark on an (inhabited) human fortress killing them off would be way easy.
  • Lock front gate
  • ??????
  • Horribly mutilated and/or burned humies

234
I'd love a turn.

235
Looks like it's time to use eugenics to breed a new dwarf incapable of any forethought.

236
DF Dwarf Mode Discussion / Re: Best wood (in real life)
« on: June 08, 2011, 04:04:21 pm »
Morning.
This is morning wood blowgun.

237
DF Dwarf Mode Discussion / Re: Golden shortsword?
« on: June 08, 2011, 03:54:26 pm »
The artifact quality will also dramatically boost the skill of the dwarf that's using it, if you're not into buffing your stats with danger rooms.
I don't think a 1.5 multiplier over masterwork counts as "dramatically".

238
DF Dwarf Mode Discussion / Re: Kobolds v31.25
« on: June 08, 2011, 03:52:18 pm »
Just give them [NO_EAT][NO_DRINK] and gen a new world. If you want to play as kobolds remove it after the world has been generated.

239
A bone spear is about as effective as a pudge battle axe.

240
DF Modding / Re: Wha...Why are my golems wimps?
« on: June 08, 2011, 08:56:49 am »
World Gen battles are highly inaccurate. In one of my favorite ones, ~1200 elves and beasts attacked a mountainhome full of ~300 dwarves. 400 Elves survived, and one dwarf survived. The elves lost.
I've had better. 400 elves attack, 2 dwarves defend. 2 dwarves survived and killed 75% of elven forces, but lost.

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