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Messages - kotekzot

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61
DF Dwarf Mode Discussion / Re: The Over-Under Water Reactor
« on: June 29, 2011, 10:33:57 am »
I like the randomly variable output. Which part of your machinery powered by it will fail first?

All the machinery will stop at exactly the same time.
That'll either be disappointing or patently hilarious.

62
Could you share the worldgen parameters from which this world originated? I'd like to generate a similar one and try my luck at survival of the dwarven race as well, but since it may result in a story and/or even a webcomic (due to the narrative potential of such game), I'd prefer an original world to one already "inhabited" by other players. If that's okay with you, of course :)
For future reference, you can export a playable world's seed and parameters with legends mode.

63
DF Dwarf Mode Discussion / Re: The Over-Under Water Reactor
« on: June 29, 2011, 08:24:21 am »
I like the randomly variable output. Which part of your machinery powered by it will fail first?

64
DF Dwarf Mode Discussion / Re: Where's the Ferrus?
« on: June 29, 2011, 08:08:39 am »
Gold is super great for artifact blunt weapons. Have all your farmers and haulers make a weapon each, enjoy useful artifacts.

65
DF Dwarf Mode Discussion / Re: Holy shit.
« on: June 29, 2011, 07:32:34 am »
Mephits are like elementals, but smaller and weaker, basically.

66
Lucky you, it'd have been nearly invincible had it been made of meat. My legendary swordmaster with a masterwork admantine sword died about 10 times before I figured out how to kill a leech demon (body, shell, mouth) - prick its shell with the sword and hope it bleeds out. Death by a thousand cuts. Didn't help that it could (and would) latch onto my sword arm, suck out my blood, then tear it away all the time; or simply throw me into a wall, exploding me into gore.

67
1. Actually no, you can't, most of the time. Projectiles that get stuck in a wound or miss can be retrieved, most others break.
3. A dwarf can totally use a bow. If I were you I'd forge a masterwork bismuth bronze crossbow at a fort, along with a bunch of bolts. It'll outperform anything you may find or buy in the world.

68
Wildlife works, as long as it doesn't kill your trainees. Make sure your live dummies are sufficiently weaksauce.

69
DF Modding / Re: Any Realistic Combat mods?
« on: June 26, 2011, 11:35:22 am »
So up the pain thing in the raws. Should take you less than 5 minutes.

70
War raptor snuggling sounds fairly deadly as it is.

71
DF Dwarf Mode Discussion / Re: Danger Room Mechanism quality?
« on: June 26, 2011, 05:27:05 am »
Doesn't mechanism quality affect speed in upright spear traps? In that case you'd be better off with higher quality mechanisms.

72
DF Dwarf Mode Discussion / Re: Shield Material
« on: June 25, 2011, 11:59:47 pm »
Gems don't appear to have weapon-relevant raw tags, except for density. That probably makes them poor edged weapons. Diamonds also have less than 50% steel density.

73
DF Dwarf Mode Discussion / Re: Shield Material
« on: June 25, 2011, 11:43:02 pm »
Keep in mind masterkwork and artifact weapons get a x2 and x3 to-hit multiplier, respectively. So if you can make masterwork wooden crossbows, but only sub-masterwork metal crossbows, go for wooden ones.

74
DF Dwarf Mode Discussion / Re: Dust FBs
« on: June 25, 2011, 11:39:49 pm »
Um, make a dedicated shooting gallery instead of carving fortifications wherever? And make sure marksdwarves can only stand next to fortifications.

75
DF Modding / Re: removing organs as byproduct of butchery
« on: June 25, 2011, 10:33:13 pm »
Well, yeah, I could do that, but then eyes would be made of muscles, and that's stupid. That's why I'm interested in Tobin's suggestion, unless it requires actually editing every creature.

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