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Messages - o_O[WTFace]

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91
DF Gameplay Questions / Re: Weapons without metal?
« on: September 13, 2011, 01:25:18 am »
Well your choices basically amount to obsidian swords or Xbows.  Dual shields might work too.  Either of those can kill goblins but without metal armor you are going to loose a huge number of Urists in any melee fight so I'd say your best bet is massed Xbows with some melee units and animals to screen them. 

Kinda like 300, except with 300 Persian light skirmishers fighting a million Spartan hoplites. 

92
DF Modding / Re: DFFD Down?
« on: September 12, 2011, 01:54:09 pm »
I assume they mean they don't want it to go away as in permadie, but they do want whatever is wrong with it to go away.  I sure hope the DFFD people remembered to bring a proficient internet diagnostician. 

 

93
DF Modding / Re: Why is Copper Used For Adventurer Starting Knives, Etc?
« on: September 12, 2011, 01:48:21 pm »
There is some hardcoded stuff in there.  Like in dwarf mode even if your civ has no access to useable metals you can still embark with some sort of metal picks and metal bars (iron or steel, I think).  To avoid the whole "needs metal to smelt pick to mine metal" problem.

Should just be able to wrestle trees into logs and carpent wooden training picks imo  :P

94
Yea 2D had some pretty neat stuff.  Cave rivers, floods, guilds, goblin golf, necromancer attacks (so I have heard) big sprawling one z level forts...  Its too bad all those hardcoded things were removed before there procedurally generated replacements were ready.  Its really strange not being able to build walls though. 

95
DF Gameplay Questions / Re: Truly Dead Civilization?
« on: September 11, 2011, 04:12:37 am »
Not sure about this, but it wouldn't surprise me if abandoning the other 2 forts gave your civ population again.  Or it could just be a semi broken feature. 

96
DF Gameplay Questions / Re: Maintaining a nice fuel supply
« on: September 11, 2011, 01:38:06 am »
A 4x4 heavily forested area could probly generate new trees as fast as you need new beds made.  Plus you have 3 cavern layers and three caravans who will sell logs for $3 each and you will eventually set up magma forges anyway.  A tree farm is much safer then any of those things though.  The easiest way to set one up is to just dig out a whole Z level of soil and trees should grow on their own if the caverns have been breached. 

97
Other Games / Re: Europa Universalis III
« on: September 07, 2011, 12:51:30 am »
Well I don't have royal marriages (theocracy) so I can't do that and I don't know if it would be worth it to change governments, and I am Trier, smack in the middle of the HRE and everyone around me has 10 other nations protecting them. Another thing that annoys me, both the weaker and stronger nations around me have lots of strong guys declaring their independance, but no one has made me that offer.

Hey I'm in the middle of a Trier game rite now, its MEIOU though so its a bit different.  I find its helpful to get military access on everyone around you, anyone who could be the emperor and the big blobs like england and france and castile.  When you have good relations with someone, they will usually give warning before attacking, like insults and deal cancelations.  I don't really bother with alliances, they are more trouble then they are worth unless you know you are going to be attacked soon or unless its expansion time and you need a CB.  Also, the AI avoids making alliances with weaker countries because it knows they won't provide much help, so allied countries tend to either be weak, or loosers who are likely to be attacked soon.  The trick to expanding in the HRE is to identify closed alliances chains (like A is allied only with B who is allied only with C who is allied with noone else) and then generate CB's on them.  AI's will accept loans at 8% interest, 12 months, for an amount larger then about 20 or 30 gold.  They rarely pay these back.  The less cheesy way is claiming thrones, giving warnings, guarantees and participating in chain alliance derpfests.  I think going monarchy is worth it, because royal marriages allow you to claim thrones and make others reluctant to attack you.  Plus they really help out with those endless "IMPROVE RELATIONS WITH IRRELEVANT COUNTRY" missions. 

My game is wierd though, I might be having an easier time because the emperor keeps loosing wars to GB and France. 

98
DF Dwarf Mode Discussion / Re: Extinction? No thanks.
« on: September 05, 2011, 12:41:00 pm »
This could also allow you to transplant non-native species, like seamonsters in an arctic lake that you carried from one fort to another via adventure mode.
:o
*Adds in passenger pigeons, flocks of 10million* *computer breaks*
Like a tidal wave of pigeon... brb modding


99
DF Dwarf Mode Discussion / Re: [Spoilers] Minesweeper
« on: September 05, 2011, 05:35:11 am »
Clownite is overpowered, but so are jedi lashers and laser rifle bowmasters and neurotoxic blood.


100
DF Modding / Re: Best unintended consequences
« on: September 05, 2011, 05:31:25 am »
My fly adventurerer was pretty cool.  Didn't last very long against a kobold bandit ambush though. 

Oh and one time I turned temperature on or off, but my dwarves were in the middle of dumping things into magma at the time.  The result was a !!lizard!!  Literally a vermin lizard that was perpetually on fire just wandering around my hallways. 

101
So narhiril, not to rush or anything, but when are you planning on the next batch of concept art?
she's just one dwarf! Give her time to finish drinking all of the booze in the fortress before asking that kind of stuff! :P

And then sleep and then eat and then take a break and then attend a party and then cancel the job due to a groundhog  :P

102
DF Dwarf Mode Discussion / Re: Ragefortress; The badgering.
« on: September 03, 2011, 01:33:38 pm »
Pretty cool to see a bunch of civilians rage out and help my militia commander kill a forgotton beast.  This one child didn't beware its poisonous bite, and got bitten in the eye and leg and then he went and bit the beast himself.  He was fine after a brief hospital visit.

prone_to_rage:X

larger X seems to increase the odds of raging.  my rage:2 dwarves were more likely to charge after badgers then the other way around.  I suspect its something like % chance per tick of raging while a valid target creature is in rage range.  Or it might just be 1=on 0=off    Next step: testing rage 100 vs rage 0
 

103
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: September 03, 2011, 01:17:21 pm »
IIRC geological skill only improves mineral discoveries up to a certain level of skill.  Beyond that it just makes the process faster. 

Does anyone else randomly gen starting systems?  I find sol boring so I try to set up big 2+ star systems to start in. 

104
Liar and blowgunner are additional jokes about Charlie Sheen.  Think long and hard about what a blowgun looks like/could be used for. :)

ahahahah I wondered about that.  Anyway I'm having lots of fun.  My first fort died to a tantrum spiral that involved goblin lashers and monkeys that stole a masterwork admantine weapon.  I like the transmutation experiment stuff and I like how exploring the caverns is more worthwhile with all the goodies you can find.   

105
DF Dwarf Mode Discussion / Re: Mother's day mood
« on: September 03, 2011, 12:02:58 pm »
Her last living though will be "I wish they had used those three clownite wafers on making me a better set of armor"

pretty awesome though.   :D

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