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Messages - Rat Of Wisdom

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61
DF Adventure Mode Discussion / Re: The perfect fighting combination
« on: February 16, 2010, 03:01:53 pm »
Artifact platinum spear, wrestling, a crossbow I got in exchange for an artifact hat (along with over 9000 friggin' coins and enough bolts to slow me down). Currently training up crossbowman so I can hit the goblin tower next to my fort (on that note, what's the best weapon combo to waste demons with?)

62
DF Adventure Mode Discussion / Re: Little questions about adventurer mode.
« on: February 14, 2010, 08:42:46 pm »
Well, I've never been able to twist an arrow. Usually they take the arrow out, but even when it gets stuck I've never been able to twist it. I don't think ammunition is possible to twist at all.

It should be possible like this:

[A] (careful attack) -> [Enter] (change mode to wrestle) -> [select creature] -> [select "grab <arrow> with <hand>"] (must have at least one hand free) -> attack as normal, by moving into the square with the enemy creature.
That doesn't seem to work. Whenever I grab an arrow in an enemy and attack as normal I don't twist it no matter what I do, I just clobber them with my hammer, even if my hand is on the arrow the whole time.

Odd. Maybe it requires your combat preference to be set to "Wrestle", or at least "According to Opponent"? (I have mine set to the latter and I think I've always twisted an embedded weapon. Said weapon was always a spear, but the wiki says arrows/bolts are just miniature spears...)

Nice. Should I drop the steel hammer and sword I'm carrying around, then?

Hmm, if it's not giving you weight problems I'd keep them around for the variety. Stabbing shit gets boring after a while, and so would throwing I presume. Also stuff with high damage resistance (I want to say DAMBLOCK but I'm not sure if that's technically correct) tends to glance off thrown shit (like a cyclops who just wouldn't fucking die no matter how many rocks I chucked at him) and some weapons are better against certain targets (piercing is good for single organics, or lots of them if you're fast and strong; slashing's good for basically everything, blunt's good for stuff that doesn't care about pain because you can smash legs and make your getaway if shit goes pear-shaped).

63
DF Adventure Mode Discussion / Re: Little questions about adventurer mode.
« on: February 14, 2010, 08:32:20 pm »
- Is there any way to find caves that doesen't involve questing?

Find? You mean they're not all there on the map to begin with? I've never noticed, all the caves I've ever needed have been pointed out to me, but I don't think they suddenly appeared. They've always been little gray circles. I could be wrong however, and anyway you should be able to find them through dumb luck...

- What's the best item for throwing? I have some masterwork steel bolts, a few rocks, and a handful of live flies.

Ballista arrows.

No, truthfully, it doesn't seem to matter. I shattered a wolf's face with a rock I picked up off the ground, so I think it depends less on what you throw and more on your Throwing skill and your Strength attribute (as said face-shattering occurred at Novice Thrower but Extremely Strong). Hey you know what they say, it ain't the size of the hammer, it's the stone you throw it at oh god someone kill me. Thrower may or may not determine to-hit. </standard RPG logic>

- What's a good speed, and how much crap can I lug around before I reach too low?

I think 1000 is standard no-attribute not-carrying-shit human speed. Elves are faster.* Wiki probably has creature speeds, I dunno. I'm up to 1200ish with some agility and I can outrun wolves by degrees. Sneaking lowers it dramatically but will lower it percentually less with skill levels, apparently. Same with swimming and speed through water. Carrying capacity depends on Strength, but of course if you ditch iron gear for leather you should be able to lug more shit without training, et cetera.

*It just occurred to me that this might be a greater factor in elven retreats being hardcore than the elves' actual resistance to damage, which if the wiki is correct is pretty poor. Unless NPC elves get better armor than elven adventurers. Anyway, I always had a string of messages to scroll through before I could do more elf-stabbing, and those strings frequently ended in "You have been struck down", so draw your own conclusions.

64
DF Adventure Mode Discussion / Re: Little questions about adventurer mode.
« on: February 14, 2010, 08:21:32 pm »
Sadly, it seems strength and toughness are only trained through combat. Strength seems to gain little by little through attacking, and toughness through getting hurt or defending.
Technically that means you have to beat the shit out of something weaker to beat the shit out of something stronger.

I swam across a map-tile of ocean and back, and I'm reasonably sure I was a little stronger afterwards (increased carrying capacity). Protip: sneak before you jump in, or just afterwards, and you'll train both skills with every move. It's probably not as efficient as combat, but it seems to me that you exercise attributes every time you exercise a skill, just like dorfs in Fortress mode. Combat skills and Swimming correspond to Strength, Ambushing (and maybe Wrestling?) to Agility and Armor/Shield User to Toughness, I would think.

Well, I've never been able to twist an arrow. Usually they take the arrow out, but even when it gets stuck I've never been able to twist it. I don't think ammunition is possible to twist at all.

It should be possible like this:

[A] (careful attack) -> [Enter] (change mode to wrestle) -> [select creature] -> [select "grab <arrow> with <hand>"] (must have at least one hand free) -> attack as normal, by moving into the square with the enemy creature.

I learned this by sticking my artifact spear into a zombie troll, attempting to move away and losing grip on it. I re-engaged, grabbed it, and could twist as normal, though I apparently wasn't strong enough to pull it out. Not that any of that did any good against a zombie, but that's not the point...

65
DF Adventure Mode Discussion / Re: Help getting quests?
« on: February 14, 2010, 11:54:57 am »
So I figured this thread was the best place to post what I just found out (the FAQ hasn't been posted in for a while, it seems to have had its info moved to the wiki).

What should be old hat to folks here is that you can ask any inhabitant of a settlement (whichever race) for a quest, and if they're not a leader they'll give you the name of someone who is (unless they're a priest in which case you get to join their religion).

What I discovered (and I did a bit of searching, nobody seems to have done this, though I doubt I'm really the first to have thought of it) is that you can use Dwarf Companion to teleport your adventurer next to the leader in question. Theoretically you could probably do that without asking someone for a name, as leaders tend to be hardcore and have this reflected in their stats, but it's how I did it. (Don't try it the other way around- ie. teleporting the leader next to you- they're still peaceful but you'll be unable to talk to them.)

As a result, I am now respected as a champion by a demon worshipped by an entire goblin civilization (and me). Time to go kill some elves in the name of Båx!

66
DF Gameplay Questions / Re: What am I doing wrong here?
« on: February 13, 2010, 04:56:24 pm »
Neither had I until just now. Photobucket on the other hand works fine and always has, so they'll suffice.

67
DF Gameplay Questions / Re: What am I doing wrong here?
« on: February 13, 2010, 04:51:52 pm »
So I'm noticing. Why does imageshack suck so much? Why?

Grr gimme a minute.

68
DF Gameplay Questions / What am I doing wrong here?
« on: February 13, 2010, 04:46:09 pm »
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

The most I ever got out of it was 1400 power (it requires 1839 to turn) during the initial filling, and that was for maybe a second; it fluctuates between 0 and 400 but never goes anywhere above that, except for a brief spike of around 1000 when I first pulled the plug on the lowest Z-level after the place filled up and it became clear that even with the pumps going it wasn't going to flow enough to get the wheels turning.

My other, much, much smaller-scale perpetual motion device, works fine, and I saw a device not long ago (it was that awesome magma-from-the-ceiling trap someone posted) that looked similar (except it was connected directly to a brook).

So, what gives? How much of this am I going to have to tear down and rebuild to get it working like it's supposed to?

69
DF Dwarf Mode Discussion / Re: Where do you bury your dead?
« on: February 13, 2010, 01:03:10 pm »
Gable

PEDIMENT. Finally remembered the bastard. Gable's the modern equivalent, classical stuff has pediments. Thankyooou

Anyway, yeah, Aspgren, your tomb's the shit. I'm totally building one of those on the highest hill I can find and entombing champions there that die of old age. I may be forced to attempt to outdo you, but hey that's DF :P (And the one you posted was a dry run anyway ;D)

70
DF Dwarf Mode Discussion / Re: Where do you bury your dead?
« on: February 13, 2010, 11:08:17 am »
Sick tomb

I saw this and the first thing that came out of my mouth was

"Oh SHIT, bitch, that's fucking sick!"

So goddamn cool. The alcove in the Oh god DAMN it I was just in Athens and I can't fucking remember the architectural term for the triangular bit between columns and roof, help me out here someone is my favorite part.

71
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 13, 2010, 10:49:11 am »
So I'm building a road, in order to reduce the conditions for the king's arrival to essentially an on/off switch (based on offerings). My mason's out near the edge of the map when...

An ambush! Curse them!

...he gets jumped by three goblin wrestlers, a speargoblin and a hammergoblin.

Fuck.

So, I drafted him, set him to stay close to his station, and stationed him way back near the fort (as this is the only way I know to get dorfs out of danger fast) and immediately sent a three-strong squad of champions to meet the threat. I figured he'd hoof it back to his station and the gobs would give chase only to run headlong into the champions who would proceed to mop up.

Wrong.

The mason Tosid Bomrekurvad, upon being inducted into the military, quickly proceeded to grab the nearest goblin and hurl him into a tree. Rinse, repeat, et cetera. He killed four of them on the spot. The last one finally managed to fuck up his right arm bad so he starts hobbling back towards the fort and bed; the cavalry at this point is on its way, the final goblin has had its throat crushed (among other things) and is too busy passing out to give chase.

Before the champs even get there the last goblin has died, presumably by suffocating, and my mason's got himself a brand new title: Tosid Bomrekurvad the Failed Smear of Growth. (Ew.)

[v] -> [select Tosid] -> [p] -> [z] -> [y] -> [p]
Custom profession name:
"Fucking Badass".

72
DF Dwarf Mode Discussion / Re: Fun things to do with caged goblins?
« on: February 13, 2010, 10:33:39 am »
railgun

Holy shit.

I will be providing pics, of course, because otherwise it didn't happen.

(It's important to note that much like the dwarven nuclear reactor, it will be a pretty mock-up but will not actually work, because electricity isn't implemented...)

I modded in a trapcomponent that has [IS_SPIKE], but does 5 gore damage.  Put one in a 1x1 room with glass walls, attach to lever, and you've got a torture entertainment chamber.  If the component is made of wood or glass, it usually takes 10-20 lashes to kill.  Fewer if a lucky hit tears out the throat.

Well, it's good to know that if indeed I am in fact hellbound, I won't be going alone. You are a genius.

73
DF Dwarf Mode Discussion / Re: Fun things to do with caged goblins?
« on: February 13, 2010, 09:26:05 am »
I'm reasonably certain this makes me a bad person, but, oh, to hell HFS with it.


This design presumes a power-producing structure on the Z0 to connect to the left-hand gear assembly on Z-1. Mine's a perpetual motion machine, but lots of windmills would work too. The point is, the more power the better- It's not unreasonable to assume that the more surplus power you have, the faster any components on the "end" of a chain will spin.

Code: [Select]

Z-1
╔═════╗
║Xó+++┼  <- lever linked to the adjacent gear
║¢☼==☼║ <- hatch over the ramp to Z-2
╚═════╝
  ^  ^ and out here (through a channel in the floor)
  ∟ Power goes in here

Z-2
██╔═╦╦╦╗
╔═╝╫╠╩╬╣ <- surrounding walls made of copper blocks
║▲+╫║☼╠╣ <- magnetite gear assembly over copper block floor
╚═╗╫╠╦╬╣
██╚═╩╩╩╝

Z-3
╔═╦╦╦═╗
║ó╠╩╣+║ <- noble-summoning lever, copper block wall (directly under gear assembly on z-2) insulated by rock walls
║╥▒╫▒ó║ <- lever linked to copper grate (initially lowered)
║╥▒§▒ó║ <- lever linked to copper chain
║╥▒┼▒ó║ <- lever linked to door
║+┼^┼ó║ <- cage trap, lever linked to doors
╚══┼══╝

Operator comes in, noble is summoned, operator pulls lowermost lever to seal both nobles and self inside their respective chambers, then pulls the next lever up to open the execution chamber. Dorf brings goblin and then GTFOs, chamber is sealed again. Dorf pulls lever to raise grate and complete circuit. Bzzt. If goblin survives, door is opened and chain released so goblin blunders into cage trap.

Okay I admit this was a dry run for the massive generator I'm incorporating into my railgun. But why not have a little fun with the gobbos while I'm at it?

74
DF Dwarf Mode Discussion / Re: Oh for the love of-
« on: February 13, 2010, 08:47:04 am »
I think the only way you can truly do honor to the cat is to eat his meat, make his hide into crafts, and use his bones to strike down numerous goblins.

None of this "burial" stuff. If that cat had been a cat of the dwarfs, it would be honored to be used.

Pfft. Clearly you do not own cats IRL. ;)

Cat stuff

Mmyeah, I have everything that isn't a pet in a cage of some description. I hit the animal cap a while ago, and all my dorfs are ecstatic constantly... I'd have started butchering kittens a long time ago, but I ph33r the crap out of cuddly-wuddly syndrome. Be just my luck to move the cage next to the butcher's shop and then have the fucker adopt someone. Unless I lock the doors and ensure the butcher's got animal hauling on... Hmmm. (After all dorfs can only be adopted once right?)

Also, regarding your spoilers,
Spoiler (click to show/hide)

75
DF Dwarf Mode Discussion / Re: Oh for the love of-
« on: February 12, 2010, 10:27:53 pm »
That is sad. I guess I'll have to settle for dumping the bones atop the coffin =( Oh well.

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