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Messages - JT

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61
DF Adventure Mode Discussion / Re: Where to buy bolts.
« on: April 20, 2007, 05:31:00 pm »
Bolts and arrows definitely need to be made available, and need to be produced over time.  Of course, there's also the strategic element you need to consider; if you can get all of the arrows you'll ever need, the balance goes through the attic ceiling because there's no more strategy to choose an archer character.  You can just carry thousands of arrows and have access to one of the most deadly piercing weapons in the game at ranges well in excess of a single screen.

I've stopped using archer characters until arrows are stocked.

(I tend to tweak the data/raw file for arrows to halve the arrow's damage.  Arrows don't inflict lots of damage -- the damage they do is because they pierce organs, and even at half damage they're still pretty lethal against living targets.  But you can shoot a zombie until the cows come home, and it'll just keep on walking.)


62
DF Adventure Mode Discussion / Re: ? about meat
« on: April 20, 2007, 07:54:00 pm »
Yeah, I've heard before that the subtype isn't implemented for item corpses... yet dropping chunks of adamantium from slain wolves works, if anyone is to be believed on these boards (haven't tried it myself).

63
DF Adventure Mode Discussion / Re: ? about meat
« on: April 20, 2007, 05:34:00 pm »
quote:
Originally posted by Vanigo:
<STRONG>Okay, I found a way to make it kinda sorta work. This rather unintuitive tag:
[ITEMCORPSE:MEAT:NO_SUBTYPE:PLANT:NO_RACEGLOSS]
, when used in place of [STANDARD_FLESH], will make wolves drop (for some reason) dragonfly meat. It is, however, perfectly edible dragonfly meat. I haven't tested it much - I assume it'd make other creatures drop dragonfly meat, too, but I'm not sure.</STRONG>

That's because of the "NO_SUBTYPE" qualifier.  I'm not sure what subtype you have to assign to meat in order to associate it with a specific animal, but if there's no subtype it's probably choosing the first meat type in the game (which happens to be dragonfly meat, I guess, which does boggle the mind since dragonflies are vermin and thus aren't butcherable).


quote:
berent wrote:
<STRONG>I know but i wanna eat it dammit!! I killed it!!! Too bad guess i gotta wait......</STRONG>

You can at least lick the corpses.  Puts whole new meaning to "lick a cougar"...


64
DF Adventure Mode Discussion / Re: Newb Question.
« on: March 31, 2007, 11:52:00 pm »
This is also the secret to winning the Grand Theft Auto game series.

Maybe Toady could get a contract with Rockstar?


65
DF Adventure Mode Discussion / Re: Newb questions
« on: September 08, 2006, 04:26:00 am »
Leaving the area causes the loot to be scattered across the map, as opposed to being discarded.

My comrades had a rather large body count going for them at a pyramid ruin, and when I came back to loot their bodies after having beaten a hasty retreat, I found various shirts, weapons, and such all over the place.


66
DF Adventure Mode Discussion / Re: Too much information!
« on: September 02, 2006, 07:11:00 pm »
1) [a]nnouncements will allow you to review all of the recent events in one condensed screen.  Pressing [space] on that screen will then return you to a completely clean screen, ready for your turn.

2) The DISPLAY_LENGTH setting in init.txt in your ./data/init folder controls the maximum number of lines that should be displayed on the screen.  I like to use a setting of 8.  Pressing the spacebar repeatedly allows you to quickly review everything while still seeing the majority of the screen.

3) You can also set the MORE setting (in the same file) to "NO" which will eliminate the messages entirely (although I haven't tested this myself).


67
In the interim, there are two solutions:

#1) Use the [e]at command near a murky pool of water.  You can only drink from a murky pool when you're thirsty -- otherwise your character turns his nose up at it (what a ponce).

#2) Any travelling on the world map immediately recovers all of your injuries, thirst, and hunger.  This is a temporary feature until all three of those systems are handled more accurately.


68
DF Adventure Mode Discussion / Re: Hacking in a new adventurer species
« on: February 12, 2007, 05:15:00 am »
That'th dithcriminathiun!  I'm thure you've made it very, very upthet.

69
DF Adventure Mode Discussion / Re: Hacking in a new adventurer species
« on: September 01, 2006, 05:04:00 pm »
Due to a recent discovery, Dwarf Fortress is now being renamed Dragon Fortress.  We feel that the game is much better this way and question the ancestry of anyone who thinks otherwise.

70
DF Adventure Mode Discussion / Re: The finer points of wrestling
« on: August 30, 2006, 06:30:00 pm »
Taking him down tries to drop him in the same tile.  If he's not injured, he'll usually use his next turn to stand up.

Throwing him can cause him to fall down or actually get projected a tile or two away.  If you can throw him into an obstacle, all the better.


71
DF Adventure Mode Discussion / Re: The finer points of wrestling
« on: August 30, 2006, 06:10:00 pm »
The idea behind grabbing with a shield or other item in your hand is merely to restrain the bad guy, preventing him from running away.

It's not that useful for the player, since every enemy fights to the death.  But it's excellent for the enemy.


I remember one of my characters had his pants get grabbed and pulled off by a horde of skeletons in a ruin.

"I need an adult!  I need an adult!" =(


Actually, that reminds me.  One of the good, useful techniques while wrestling is to steal away items.  I once rendered a Skeleton King almost helpless -- he jammed a fine iron spear through my upper arm.  I grabbed the spear and yanked it away from him, and then -- spear still stuck in my arm -- proceeded to beat the snot out of him.

[ August 30, 2006: Message edited by: JT ]

[ August 30, 2006: Message edited by: JT ]


72
DF Dwarf Mode Discussion / Re: Question about caravans
« on: February 05, 2007, 01:35:00 am »
Generally speaking, I don't put the depot any further in the mountain than about halfway to the river.  I've never had any problems. =)

73
DF Dwarf Mode Discussion / Re: The three Disasters of Nilarak
« on: February 05, 2007, 01:38:00 am »
Waitaminute, waitaminute... they send less immigrants as a punishment? =)

A much better punishment would be to send a noble and his entourage of forty lackeys. ;-)

[ February 05, 2007: Message edited by: JT ]


74
DF Dwarf Mode Discussion / Re: Is it just me, or...?
« on: February 05, 2007, 01:51:00 am »
You know, all of these trap-laden entryways make me wonder if Toady is ever going to make it so traps block passages for dwarves.  A dwarf wouldn't be stupid enough to step into a trap (it'd be marked in some way), but   I can't imagine dwarves are such excellent engineers that they can produce traps capable of accurately identifying the actual person or animal standing in them. =)

"Good evening, Ashal Metalfoot."
"Good evening, Torom Friendskies."
"Good evening, 'Frisky' Friendskies."
"Good evening, Oddom Earthenbudded."
"Good-- INTRUDER!  INTRUDER!"


75
DF Dwarf Mode Discussion / Re: Ore and Gems
« on: January 31, 2007, 08:18:00 pm »
I remember at one point or another when I was around a few months ago, an idea was bandied about: allow a single fortress to span multiple map locations.  If you wanted more metal, ore, etc., you would just dig even deeper into the mountain, into a new solid rock map (of course, this would mandate having demons a rare occurrence, and would require underground rivers, chasms, magma flows, etc. to be more random).

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