Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Angry Bob

Pages: 1 2 [3] 4 5 ... 13
31
DF Adventure Mode Discussion / Re: Infections in the new version
« on: June 12, 2011, 01:33:21 pm »
Or I can retire this guy (Corud Dangerforests, the Viper of Cities), make a new adventurer, find this guy in his sleep, tear off his ears/nose/anything infectable since he can totally survive the bleeding, then get killed by Corud once he wakes up. I can then unretire him and resume being awesome. Still, this would be so much easier if we could target ourselves for emergency surgery.

Try this. It would be worth it just for the !!Science!!, never mind saving your guy's life.

32
DF Adventure Mode Discussion / Well that was Awesome
« on: June 12, 2011, 09:05:16 am »
See bottom for tl;dr.

So I took the time to generate a large world and am killing all of the megabeasts before proceeding to general citizenry.

One such beast was a Mountain Titan located in the frozen asshole of nowhere, out in the middle of one of those perpetual blizzards. Just getting to the shrine was an adventure, since I could never see more than one square away from my adventurer on the overland map.

Once I get there, I advance carefully into the shrine. I can still only see one square away from me, due to the fog and snow. My companion spots the beast and leeroys it. Damn AI, not having to actually see something to interact with it.

I advance a little further and notice a red soil wall. I think, "What's a red soil wall doing in a frozen wasteland, and in the middle of a shrine?" I [l]ook at it. Fire. Okay, that explains a lot.

I head in the direction the fire came from, and see the little red 2 that denotes gibs. I look at it. It's my companion's leg. Moments later, my companion crawls back in my direction, down one leg, and most of his skin melting.

And then the beast itself comes marching out of the mist. In any other game, a towering three-eyed wren with large mandibles, a regal bearing, and fluffed puce feathers(Beware its fire!) would be something of an anticlimax. It kept running around, so I only got a turn or two at a time with it in my line of sight before it skipped back out of my line of sight.

The actual fight with it was really just it swinging at me or spitting fire at me, me blocking it, and me hitting it in the head with a steel pick that I'd picked up somewhere. After a while, it died. I butchered it, just to say I had, though I didn't end up taking any of the preposterously heavy products with me. My companion somehow survived, though was in pretty bad shape.

Since it was a mountain titan, most of its victims had been dwarves, so I entered the place with basically the clothes I has started with, plus some +iron gauntlets+ I had picked up in a night creature den, and left with almost full steel gear.

tl;dr 1: The right environmental effects can make a fight cinematic, even to a player who's normally more interested in the mechanics of combat than the "story." Though reading the megabeast descriptions is always fun.
tl;dr 2: Always take the time to loot mountain titan lairs. They kill a lot of dwarves, and dwarves have steel.

33
Dear Urist mcspammy

STOP F*CKING SAYING YOU CAN'T PICK UP ITEMS TO PLACE THEM IN A STOCKPILE! THEY ARE EASILY ACCESIBLE!

from, the overseer

Solution:
1. Make him a militia captain in a squad with no assigned equipment.
2. Build a 3x3 room filled with 10xmenacing spikes spike traps. Attach all traps to a lever.
3. Station him in that room.
4. Pull the Lever/R
5. ???
6. Profit!

34
Using dual shields, are your troops twice as armored?  If so, use two-shield soldiers to take the aggro while marksdwarves rain fire.

I don't know if you can get a dwarf to equip more than one shield. That's something to try in Inkybarbs. I do know that if you use an exploit in adventurer mode involving removing items from packs, you can wield as many items as you want. It doesn't give you more attacks, but I don't remember if more shields meant a better chance of blocking. It did give you scads of opportunity shots, though.

A good starter is wooden shields, since you'll likely have it right off unless you're on a glacier or something. No need to wait for a metal industry.
Maybe for you people who send woodcutters outside it works like that, but I always find wood is much more precious than sub-steel metals, as you need it for beds.

Of course it depends on playstyle. I use a danger room for training, so I only need one guy(one shield) to begin with, and I need my wood for the ninety training spears that go in the danger room. Beds can wait.

Then again, I've plain forgotten about beds until the third year for a few of my forts, so there you go.

35
DF Dwarf Mode Discussion / Re: Kobolds will soon survive
« on: June 09, 2011, 08:26:32 pm »
Everything is good, this next version is gonna be epic

Well, once all of the bugsfeatures with the new stuff are ironed out.

Of course, if any of those bugsfeatures involve spontaneous combustion, I'll be fine with them.

36
A good starter is wooden shields, since you'll likely have it right off unless you're on a glacier or something. No need to wait for a metal industry.

37
DF Dwarf Mode Discussion / Re: Forgotten Beasts of the Future
« on: June 07, 2011, 01:08:59 am »
Oh. Maybe it's better if DF doesn't allow anyone to genetically engineer bioweapons.

NO NO NO NO NO
EVERYTHING IS BETTER WITH GENETICALLY ENGINEERED BIOWEAPONS
I CAN TASTE THE MELTING ELVES ALREADY
IT WILL BE GLORIOUS

And yes, it is two in the morning where I am. Realistically, it's unlikely that we'll be able to breed FBs, because they're all listed as the only one of their kind, which I would assume precludes spore compatibility.

If you wanted something like this, you'd have to do some modding.

38
DF Dwarf Mode Discussion / Re: 3 super dorfs.
« on: June 06, 2011, 05:50:16 pm »
Actually, civilians retreat.  Military do not.  If your dwarves become civilian, by canceling their orders and putting them on an inactive schedule, they will flee wildly like any pansy civilian would.  And probably die as well.  If they're schedule is to guard a location, and you order them to move somewhere, then you cancel the move order, they're still active military who are guarding the location, and will engage.  Keep their schedule inactive to allow for some form of aggro management,

Keep in mind that retreating dwarves don't so much "retreat" as "pick a random direction and run." I had a guy try to "retreat" straight through a squad of axegoblins. Guys were Placing Item In Tomb for the next few weeks...

39
DF Dwarf Mode Discussion / Re: Trying to understand Elven Traders...
« on: June 04, 2011, 08:10:50 pm »
And even when they do try to clean themselves, half the time they claim some soap and proceed to have a seizure when they can't figure out how to use it. Being good dwarves, they then return it to the stockpile they found it in. Then they notice they're dirty...

Then the overseer gets pissed at them and locks them in the third cavern until Reg Mirrorlord the Fang of Winters the three-eyed chicken with taupe scales shows up and sprays them with deadly dust and they melt.

40
DF Dwarf Mode Discussion / Re: Just got a Legendary migrant
« on: June 04, 2011, 01:10:03 pm »
Woodcutter nothing. I once got a legendary weaponsmith migrant in the second migrant wave on a map with copious iron, coal, and flux. Too bad he didn't like steel. I don't think he liked any metal.

41
DF Dwarf Mode Discussion / Re: Zero Tolerence Fort
« on: May 30, 2011, 12:52:58 pm »
So, we'll be modding the EXP gain rate?

Why? FB duty was how I dealt with annoying/useless citizenry in a recent fort of mine. A three headed chicken with taupe scales and poisonous blood shows up in the basement? Send two or three accomplished fish dissectors down. It worked out fine without modding anything.

The other option, of course, is to have your military turn in their armor and weapons for sterilization after an FB fight. It would take some micromanagement, but I think it would work. Dropping an item in water gets rid of all the coatings on it, right?

42
DF Dwarf Mode Discussion / Re: Zero Tolerence Fort
« on: May 30, 2011, 12:05:32 pm »
We'll need a massive military, then.

Nah, just a danger room to throw interruption spammers and other useless/annoying citizenry into. Create disposable legendaries armed only with a wooden shield, a no-quality weapon we don't mind not seeing again, and whatever they were wearing when they were drafted.

43
DF Dwarf Mode Discussion / Re: Zero Tolerence Fort
« on: May 30, 2011, 08:09:22 am »
Any dwarf who comes into any kind of contact with an FB with poisonous blood, deadly dust, or anything else that might spread a syndrome to the rest of the fortress is to be isolated and purged by magma. You can never be too careful.

All migrants must spend a month in the most dangerous cavern level before being allowed in the fort proper. Weapons optional. Method of getting them down there is up to you. Burrow, squad, whatever. If an FB shows up, sucks to be them. Enact above contingency.

Though this may be crossing the line from zero tolerance to pointless cruelty.

Which is arguably in the spirit of the challenge.

44
DF Dwarf Mode Discussion / Re: Zero Tolerence Fort
« on: May 28, 2011, 09:40:18 pm »
Rule: Anyone generating unresolvable cancellation spam will be fed to the spike trap. This includes "Cancels store item: item misplaced," "Cancels clean self: area inaccessible," and "interrupted by <insert harmless animal here>" repeated more than twice in one day.

45
DF Dwarf Mode Discussion / Re: Stupid fortress names
« on: May 28, 2011, 05:50:13 pm »
PRISONRAPE

Pages: 1 2 [3] 4 5 ... 13