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Messages - Urist McUristy

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136
DF Adventure Mode Discussion / Re: Adventure mode Newbie
« on: November 27, 2010, 12:14:48 pm »
He got his bogeyman cherry popped.

137
DF Adventure Mode Discussion / Re: Bogeymen
« on: November 27, 2010, 12:02:36 pm »
they are nigh unkillable unless you are a dwarf and lucky. the real problem in killing them is their nigh invincibility. they will dodge nearly everything you throw. however, a martial trance nearly removes this obstacle. i murdered at least 10 of them one night. as soon as they sprung on me, i hit a martial trance. walked through them like they weren't there with my axe.

Are you playing "clear" DF? I'm asking because they are a lot easier to deal with in genesis mod (at least from my pov).

The main problem in "clear" version is that, while weapons are more powerful, the tissues are a lot more "pain immue"/spill a lot less blood. In order to cause somebody to pass out from pain you have to basically break/cut out basically almost every part of the body, including internal organs. Also, blood loss is very small even from piercing heart, lung, or brain; so small that the creature can "heal" the bleeding during the battle. (It basically never happened for me that somebody died due to blood loss before I killed them). This, coupled with usually crazy high dodging makes boogeyman, like cikulisu said, almost unkillable - even occasional lucky shot doesn't seem to bother them at all, even if it is bone crush of internal organ pierce.

On the contrary, for example, in genesis cutting off one arm, crushing bone from one leg and cutting off one finger from the other arm was enough to make boogeyman pass out from pain & die to blood loss. Also, blood loss and the amount of pain have some crazy high values for key internal organs, so a piercing strike to a heart (for example) means basically "game over" for you (or your enemy), unlike the "clear" version, where a pierce to a heart doesn't seem to have any big effect on effectiveness of a enemy.
What are you smoking? Cause I want some. First of all, the term is "vanilla", not "clear". Secondly, the raws say otherwise, because genesis has lower values in PAIN_RECEPTORS for skin, fat, and muscle. That means that they are more "Pain Immune".
I can also kick someones hands in or take out their teeth to make them pass out, its not hard. Blood loss from piercing the heart is near 100% chance of death, and if you tear open a lung they might die from that, and definitely from both of them. The brain is also an instant-kill from what I have seen, and creatures cannot heal during battle, or if they do its very slow.  Bogeymen aren't a problem for people who have better characters, and its not hard to pin a bogey down and kill it. Just carry a peasant with you if you aren't good enough to fight them yet.
Now, about your points about genesis about bogeymen being easy and passing out from pain, guess what? Those creatures haven't been changed in the raws, they are the same as the "vanilla" version. Atleast make sure you know what your talking about bro.

138
I think that drowning it is a good solution if you want to get rid of it. As I see it has no wings so it can't fly. If you can't drown it, try making a cave-in on the tile it occupies.
If you want to keep it, try to trap it. Cage traps are awesome. You can then try to use it to kill goblin sieges you catch in your cages.
Or just keep it sealed in its lair.
I'm pretty sure night creatures are [TRAPAVOID], so you need to cause a cave-in to rocket him into a cage trap.

If they are anything like FBs, you can only web.
And, as I said before, they don't breath, so they can't drown.

139
DF Adventure Mode Discussion / Re: Your first time, and what it was like.
« on: November 27, 2010, 04:02:38 am »
This has to be the fastest derailed thread I have seen yet.
They didn't even put a train on the tracks...

140
DF Adventure Mode Discussion / Re: Editing the amount of skill points?
« on: November 27, 2010, 03:33:34 am »
I am now using the corpse of my previous self to smash open the heads of goblins.

Sweet, sweet revenge.
Well I'm using heads to smash open heads! neener neener.

141
DF Adventure Mode Discussion / Re: Editing the amount of skill points?
« on: November 27, 2010, 02:59:22 am »
Already did it for fighter too, It still says you have a difficult chance of hitting, but it seems its 100%. Just tried it by impossibly punching someone in the eye.

142
DF Adventure Mode Discussion / Re: Editing the amount of skill points?
« on: November 27, 2010, 02:56:38 am »
Get some XP, put that value in, and do the standard routine, then do 999999999, and it will stop at 300500.
All the bodyparts fly off the main upper/lowerbody when your this powerful...

143
DF Adventure Mode Discussion / Re: Editing the amount of skill points?
« on: November 27, 2010, 02:45:13 am »
I just jacked my characters striking to legendary+∞, and the dude is punching off limbs.
Maximum Xp you can go to is 300500, then it stops. Could some math geek tell us what level of legendary that is?
Scratch that, it just stops going up, but it still gives you levels, but I'm not sure they work beyond it.
EDIT: I just threw a wolf 36 tiles away, too bad it didn't hit anything, I would love to see a giant goresplosion.
EDIT2: this would work in Dwarf Fort mode too right? Just look on dwarf therapist for their XP

144
DF Dwarf Mode Discussion / Re: Does Adamantine Glow?
« on: November 27, 2010, 12:59:52 am »
I find this thread entertaining on at least two levels.
Firstly for the interesting points of debate.
Secondly for the geek debate, which are always funny in there own right.
Since they are both kind of debates, shouldn't it just be on one level?
Damn, I just meta-debated.

145
DF Dwarf Mode Discussion / Re: Worst Migration Wave Ever?
« on: November 27, 2010, 12:44:21 am »
I for one enjoy fisherdorfs, as my brook has billions of fishes in it. My fortress stays alive from fishin.

146
DF Dwarf Mode Discussion / Re: Does Adamantine Glow?
« on: November 26, 2010, 09:43:50 pm »
Doublepost, but!

Here you go!



Considering that's from one of the oldest versions of DF, I wouldn't consider it relevant anymore. I'm asking about engravings in the new version.
I Believe that is still relevant, as it was still the same game made by the same person, so would his ideas about the game change?
Because ideas change over time?

I just find the idea of demons being sealed away by something that can be destroyed by a copper pick silly. Besides, how does this explain demonic fortresses, which appear to be both strongholds and traps created by demons? They exist outside of hell.
Demonic fortresses are explained by demons being released somewhere else in the world and building fortresses, because I doubt that only one fortress in a history of 1050 years is the only one to find adamantine, and while you may find the idea silly that they are sealed up with adamantine, there is proof, albeit old, that this happened, where as there is no naysaying proof of demons not being sealed up in adamantine by the gods.

147
DF Dwarf Mode Discussion / Re: Does Adamantine Glow?
« on: November 26, 2010, 09:27:06 pm »
Doublepost, but!

Here you go!



Considering that's from one of the oldest versions of DF, I wouldn't consider it relevant anymore. I'm asking about engravings in the new version.
I Believe that is still relevant, as it was still the same game made by the same person, so would his ideas about the game change?

148
DF Adventure Mode Discussion / Re: Adventure Mode help
« on: November 26, 2010, 06:28:39 pm »
Yes, drop is d.

149
DF Gameplay Questions / Re: Auto equipping?
« on: November 26, 2010, 06:26:19 pm »
Yes.

150
DF Adventure Mode Discussion / Re: Favourite Adventure Mode Moments
« on: November 26, 2010, 04:10:35 pm »
I thought night creatures couldn't feel pain?

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