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Messages - Demilich

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1
DF Dwarf Mode Discussion / Re: Most gruesome injuries
« on: September 02, 2012, 03:46:58 pm »
A pair of Marksdwarves realized that it was ineffective to hit a crippled goblin lasher with bone crossbows. Each one bit an eye and shook him around until he died.

I don't think they should be allowed near other dwarves anymore.

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DF Dwarf Mode Discussion / Volcanic eruption?
« on: September 02, 2012, 03:03:20 pm »
I embarked on a volcano for the first time, and recently experienced something unusual. I was sieged by goblins, and my marksdwarves gifted them with hundreds of crossbow bolts. They retreated towards the north, by the edge of the volcano that's -1 z level down from my fort. I'm not sure what happened next, but a fire started at the edge of the volcano and proceeded to make a wall of flame that melted the fleeing goblins and covered almost the entire map before burning out. Could a bolt or goblin falling into the magma cause some to be displaced onto the ground around it? I don't think I have any fire creatures living in the volcano - I've never seen any, at least.

3
Other Games / Re: DoomRL: Hell really did just freeze over
« on: October 01, 2011, 04:17:09 pm »
Just finished my first Hurt Me Plenty game. It only took fifty attempts! I managed to clear the Mortuary in that run, which was pretty sweet. Power armour is off the fucking chain. Although the "cursed" messages when trying to take it off are a bit weird. Nanopacks are the servants of the Chaos gods, apparently.

Any thoughts on the napalm launcher or acid spitter? The enemies I'd really like to use the napalm launcher against are immune to lava and while the acid spitter is kind of cool, only having one shot before reloading is pretty ridiculous. Since the missile launcher is already the apex of monster splattering technology, I find I don't have much use for them. The RNG insists on throwing napalm launchers at me constantly, however.

4
Other Games / Re: DoomRL: Hell really did just freeze over
« on: September 28, 2011, 08:43:46 am »
Eh, I love mods. I like to get the schematics for completions sake, too. I mean, I'm never going to waste mods making, say, fireproof boots. And chances are I'll never find enough onyx or nano packs to get all the assemblies for them either. Gotta catch 'em all.

As for shottyman, I frequently get into situations where I'm circling a piece of cover with a cacodemon/hell knight/baron in a position where if I stop to reload, they'll hit me. So with shottyman I can just move while reloading, then blow them back a square to permanently lock them in a position where they can't attack. And with shottyman and dodgemaster, the supershotty turns you into a nightmare. Dodgemaster is great for comedy value, too. You can moonwalk the Cyberdemon to death and he can't do a goddamn thing about it. 

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Other Games / Re: DoomRL: Hell really did just freeze over
« on: September 28, 2011, 08:13:56 am »
Ah, that explains it. I never played the original Quake.

What traits do you guys usually go for? I tend to play as technician on the off-chance that the game throws up one of the exotic mod packs. The tracking data from all maps is wonderful for corner cheesing, too. I usually do something like TaN2 > Badass > Finesse > Hellrunner > Reloader, with Whizkid whenever I have enough mods to make something decent like the tactical shotgun, assault rifle, hyperblaster or nanofiber red armour. Or focus on getting shottyman if I end up with a supershotty/Jackhammer. Basically, I try to reduce all of my actions below one second to try and keep away from enemies while relying on 200% health and innate damage reduction to stop commandos and mancubi from frying me.

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Other Games / Re: DoomRL: Hell really did just freeze over
« on: September 28, 2011, 07:43:42 am »
My, what a handsome fellow. I don't remember encountering him in Doom, but it has been ages since I played it.

Is there any point in carting around the AM's staff? It basically just takes up an inventory slot that I could really use for other things. I know about its secret use (Yeah, I looked it up. I have no idea how anyone is supposed to figure that out.) but the attack is...less than spectacular. I had toyed with the idea of carrying a ton of small medpacks as a technician and just using them and it over and over again if I get overwhelmed (Like, say, on a bad run of The Wall.) but it seems impractical at best.

Speaking of bad runs of The Wall, I really need to remember about the rocket jump ability...

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Other Games / Re: DoomRL: Hell really did just freeze over
« on: September 28, 2011, 07:29:47 am »
He's definitely immune to lava. When I saw that I wasn't doing enough damage, I waited until he teleported next to it and then blasted him into the lava while commending myself for my wits. Then he happily sat in the lava while spamming...what the hell is his attack supposed to be, anyway? Anyhow, I had to run away.

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Other Games / Re: DoomRL: Hell really did just freeze over
« on: September 28, 2011, 07:18:06 am »
He keeps teleporting away to heal when I introduce my shotgun to his face. Never tried the double-barrelled shotgun, though. The range is so pathetic that I tend to stick with combat/tactical.

Rocketing the spawn is a good idea, I hadn't thought of that. I assumed he teleported immediately after release.

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Other Games / Re: DoomRL: Hell really did just freeze over
« on: September 28, 2011, 06:58:22 am »
Wow, this game is great. Perfect distillation of all that is good in Doom and roguelike games. Being able to use MP3s instead of the MIDIs is nice. I had forgotten how awesome the Doom soundtrack is. I seem to have encountered a bug with shellboxes, the game kept crashing everytime I tried the tactical shotgun alternate reload with a shellbox equipped. I suspect it has something to do with there not being enough ammo in the box for a full reload.

Not keen on having to cheese practically every enemy harder than Imps to death. I end up blindfiring around corners with my tactical shotgun until the screams stop. Still haven't got a decent strategy for dealing with Archviles save firing rockets in their general direction or chainfiring a hyperblaster at point-blank range. Mancubi are ridiculous. I've been instagibbed a couple of times by stepping into their vision. Revenants aren't all that bad. Arachnatrons are nightmares. I recently ran into three consecutive cave levels with them. The Cyberdemon is a kitten compared to the hordes of late-game enemies you have to fight. Or the Mortuary. I only went there once, and I think I'll give it a pass in every other game I play. No, I was not expecting anything like that, considering the low difficulty of all the other special levels.

Oh, and fuck the Shambler. I've never been able to overcome his regeneration without a plasma rifle.

10
DF Dwarf Mode Discussion / Re: Baron and archery problems.
« on: June 30, 2011, 01:31:06 pm »
All you need to gen my world legends is the set of world parameters, right?

Spoiler (click to show/hide)

Also, noticed this in the world sites and pop file. This is the only site for the civilization I started under:

129: Mafolthimshur, "Chamberpartnered", mountain halls
   Owner: The Coal of Rumors, dwarves
   Parent Civ: The Bell of Languages, dwarves
   236 goblins
   1 dwarf
   262 humans
   200 elves

Wat.

11
DF Dwarf Mode Discussion / Re: My dwarves are some serious alcholics!
« on: June 22, 2011, 01:47:05 pm »
Dwarves are really unproductive at times. I love it when you get, in order, drinking, eating, sleeping, on break, and drinking. Maximum wasted time.

You forgot the all-important Attend Party. There's a siege outside and walls need to be put up to prevent annihilation? Fuck you, overseer, Urist McMason will party until he dies. Which will be in the very immediate future.

12
DF Dwarf Mode Discussion / Re: Baron and archery problems.
« on: June 22, 2011, 11:07:00 am »
Sure. It'll take me a few days, though - the computer I've got the save on doesn't have internet access. I haven't looked through the legends yet.

13
DF Dwarf Mode Discussion / Re: Fortress Layouts
« on: June 22, 2011, 08:24:57 am »
You could have some sort of kinetic kill system, dropping metal columns onto invaders below...But that would require caveins to be on. Hmm. Need physics to facilitate kinetic bombardment implemented, to transform dense objects into meteors.

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DF Dwarf Mode Discussion / Re: Baron and archery problems.
« on: June 22, 2011, 07:58:31 am »
Uh. Seems my king is a goblin. He's just hanging around the edge of the map. What kind of deviant civilization is this? Goblin kings and elf queens...Talk about miscegenation.

Still have no idea what is causing the archery thing, or the elf offending thing. Forbade ammunition, unforbade it. There are no channels in the archery range. As for the elves, the next time they arrived, I only chose metal objects to trade. They still complained.

15
DF Dwarf Mode Discussion / Re: Foreign Weapons
« on: June 22, 2011, 07:41:32 am »
I'm pretty wary of lashers after seeing a master lasher manage to dodge through my weapon traps, then cripple a barracks full of twelve heavily armoured dwarves. Every hit that connected fractured bones through armour. I didn't expect whips (Even metal ones) to be effective against armour.

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