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Messages - Knigel

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271
I thought constructions couldn't burn in this version.

Anyway, if my adventurer is ever killed by someone who I'm not supposed to kill for a mission I'll just chop off all their limbs.

272
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 09, 2011, 11:11:50 pm »
Amused, I flip the crown upside down and jam it into his brain. I hope they came from a human who's since become a zombie, because that would be sweet poetic justice.

Currently zombies aren't living creatures that became zombies, they were just spawned as zombies.

273
DF Adventure Mode Discussion / Re: What affects accuracy/damage?
« on: January 09, 2011, 10:07:38 pm »
^
Also, I'd think having both eyes intact helps as well...

has the !!SCIENCE!! been done yet?

Actually, it seems all losing both eyes does is reduce you field of "vision" to a 3x3 square.

274
DF Adventure Mode Discussion / Re: Adventure mode, where BLANK
« on: January 09, 2011, 09:04:11 pm »
Adventure mode, where someone may bite an enemy's toe because it was slightly easier than cutting their throat.

Adventure mode, the only game where picking rocks and throwing them down, them picking them up, repeating add infinitum make you godlike in a weekan hour.

FTFY

Adventure mode:  the only game where I've beaten someone with his child's corpse.

He meant an in-game week.

275
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 09, 2011, 08:49:36 pm »
Here's one of my own questions: does throwing a heavier object make the relevant stats (strength, agility, toughness, willpower, focus, spatial sense, kinesthetic sense) increase faster? For that matter does moving around with a bunch of heavy crap make strength increase faster than carrying nothing?

^

1. No, nothing you trade has to be in your hands, you can use it even if it's in your backpack.

2. You can easily tell which items you did and did not purchase by looking for which items don't have $ around their name.
OK, I got that advice wrong: what I said only works for exchanging silver and copper pieces for gold ones.

3. I don't know if selling a backpack sells the coins inside it as well (I know it sells all the other items in there), but if it doesn't you can just grab the coins out of the backpack like anything else.

Yes, the interface is unrefined, but the game is still in alpha (the latest version was still only .31.18). I'm sure a lot of what you're asking can be found in some if mods if you look around.

276
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 09, 2011, 08:31:01 pm »
1. You can choose which container to put an item you are holding in, but items picked up from the ground when your hands are full automatically go to the first container listed.

One thing to add to this:  I think that arrows and bolts automatically go into a quiver instead of the backpack.

Correct; I forgot that. They go into the first quiver listed.

277
DF Adventure Mode Discussion / Re: Adventure mode, where BLANK
« on: January 09, 2011, 08:02:56 pm »
Adventure mode, where shopkeepers will pay for rocks you picked up off their floor.

Adventure mode, the only game where a scratch on your toe means instant doom.

No, it means slow, eventual doom from infection.  A broken toe, however...

No, it can lead to passes out, which won't itself kill you but will leave you completely defenseless.

278
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 09, 2011, 06:57:33 pm »
^^If he's not countering with another price that means you don't have enough money and have to either ask for less items or offer some of your items with it.

1. You can choose which container to put an item you are holding in, but items picked up from the ground when your hands are full automatically go to the first container listed. Which is why I avoid carrying extra containers: it's a pain in the ass managing items within items within items.

2. It doesn't really do anything except possibly make you full (even if it didn't stop your hunger back when hunger was enabled) and sick if it's poison.

3. Adventure mode has been around since the initial release, it's just that the last couple months are the first time Toady has given decent attention to it. He's made a list of planned developments including a lot of stuff specific to adventure mode, but when he's going to get to them is pretty complicated (right now he's laying the framework for a world economy that will give you more to do in ).

No one but a player-run Dwarf Fortress will ever make extremely high-quality items (as far as I can tell you'll only find items above finely-crafted on extremely powerful bandit leaders), get adamantine, or dig too deep. If you want that stuff in adventure mode, I suggest you make a fort like that yourself in fortress mode, abandon it, then have your adventure travel to it.

279
DF Adventure Mode Discussion / Re: What affects accuracy/damage?
« on: January 09, 2011, 06:39:09 pm »
Grabbing an opponent with wrestling only prevents them from dodging into another tile unless they can break the hold. How likely an attack made on a particular body-part is to connect and how solid a hit it would likely be is random, though attacks overall become more likely to connect and hit directly depending on the abilities of you and your opponent.

Things that affect accuracy and damage can be split into four categories: attributes, skills, weapon, and armor.

Attributes: Which attributes are relevant depends on what attack you're using and whether your opponent counters by dodging, blocking, or parrying. Consult this for more information (using a weapon to parry assumably uses the same attribute as attacking with it).

Skills:
Fighter makes melee attacks easier to land and all attacks easier to dodge, block, or parry (I'm not sure if it affects damage).
Skill with a melee weapon makes it easier to land an attack, parry an attack, and probably do more damage with that weapon.
Skill with a ranged weapon makes projectiles from that weapon more accurate, but I don't think it makes them do more damage and I'm sure it doesn't affect use of it to parry or bludgeon (that's decided by a skill for a different weapon).
Shield-user makes blocking with a shield more likely, but use of it as a melee weapon depends on the Misc. Object User skill.
Dodger makes you more likely to move into another tile to avoid an attack (which can sometimes leads to falling off a ledge).

Weapon: Weapon quality affects chances of an attack hitting and damage. Not sure if it's carried over, but in 40d each quality level had a "roll" modification .2 higher than the last (so well-crafted is 20% more accurate and damaging than no quality, finely-crafted is 40% more, and so on until you have a masterful weapon twice as accurate and damaging as a regular one) and Toady has stated Masterful still has a 2 modified and artifacts have a 3 modifier.

The only effect weapon material has on accuracy is deciding the weight which can affect how easy a weapon is to use.
The effect of material on damage is rather ridiculously complicated but can be simplified to "you wanted hard edged weapons and heavy blunt weapon".

For ranged weapons, weapon material is irrelevant to launching projectiles, only the weapon quality affects accuracy while ammo material and quality affects damage.

I know a shield's ability to block it not affected by material (except maybe a greater weight making it harder to use) but I don't know if shield quality is taken into account.

Armor: quality affects armor deflection chance the same way it modifies weapon accuracy and damage.

The effect of material on armor is also insanely complicated but can be simplified to "harder is better".

Armor has no effect on accuracy, just damage.

280
DF Adventure Mode Discussion / Re: On healing
« on: January 09, 2011, 03:58:30 pm »
^Wouldn't nerves that have been severed count as "damaged"?

281
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 09, 2011, 03:36:40 pm »
@Interesting (if I didn't list it, I don't know the answer):

2. Material only affects item quality in that it affects which skills you can use to create that item (for instance, a Bowyer can make crossbows only from wood while a Weapon smith can make them only from metal, and at the same skill level Bowyers make better crossbows).
2A.Yes, weight is a significant factor in how much damage an fired ammunition does. The densest materials make the best ammo. Keep in mind though, even the densest wood (Glumprong, 1.250g/cm^3) is only a fraction of the weight of the lightest metal you can make ammo out of besides Adamatine (Iron or Steel, 7.280g/cm^3). I'm not sure what effect hardness has.

3. You can find more than you ever wanted to know about stone on the wiki. As for best wood and bone, I think all bones are functionally identical and the only factor separating different kinds of wood is density.

4A. They're something that has full value in any shop, as opposed to money, which only has full value in the civilization it's made by (anywhere else they'll only pay for the material it's made from).
4B. There's no magic at all in DF right now, and won't be for quite a while.
4C. Yes, clothing can block attacks like armor does but isn't nearly as good at it; generally cloth will only protect from small animal scratches. Leather is better, but still nowhere near as affective as metal. For more details see this page.

5. Bags are meant for storage and hauling not personal toting, the same for barrels and chest. You're right that you can't equip bags, only backpacks, quivers, and waterskins.

6. and 7. You can have multiple backpacks (either worn or within other backpacks), but it's not at all necessary: there's no limit to how much stuff you pick up off the ground you can fit in one, only to how much you can put in there from your hands (which no one really understands), which can be bypassed by simply dropping an item on the ground and picking up when your hands are full. And I guess you can fill a barrel with water (hit 'I' while next to some water and select the barrel), but there's not much point now in this version since hunger and thirst have been disabled.

9. Just make an offer ridiculous unreasonable in your favor (if you offer him anything ask for all his money even if you're asking for items more valuable than what you're trading, if you're only buying from him ask for everything for 1) and he'll counter with the minimum value you can pay.

10. Yes, there are. If you have any questions that page didn't answer, ask someone else because I don't know much about those.

11. I don't think being covered in a material affects you unless it's poisonous, besides maybe weighing you down a very small amount. You can wash off yourself and all your gear by just swimming in some water for a few tiles (so long as you a good enough swimmer not to drown) and the water covering will eventually evaporate.

12. If their inventory is empty they get new items the second you sleep, wait with the sleep menu, or use quick-travel, though they never seem to get new money.
As far as I know shops are never robbed by anyone but adventurers.
I'm not sure if stuff you leave there remains your property, but I'm sure no one else will take it because NPCs never pick up items in this version.

13. No, you can't stack items at this point. The best solution is just to buy as many items as possible, exit the trade menu, pick them up, and then resell them.

282
DF Adventure Mode Discussion / Re: Question on Ranged Party Members
« on: January 09, 2011, 02:48:03 pm »
Now knowing that, my next question would be to ask if anyone had tips on how to survive your first quest as a ranged character - stone thrower, bowman, crossbowman, etc.

I die when I try those, but it seems that it's the only option for ranged attackers in the party if party members can't be reliable ranged attackers.
Send your meatshields party members to attack, sneak around the battle and ambush the cheap as hell assholes archers.

I wouldn't have a problem playing an archer once I had a party, but the problem is getting a notable kill so I can actually build a party before I die.

Your reputation increases even if you didn't kill outlaw leader or monster yourself, all you have to do is to see them die. It doesn't even have to be by someone in your party, it could some random passerby (an adventurer of mine got credit for a man killed by the peasants in the house he went into from the people who actually killed him) or even wild animals (another adventure was in hiding and just let a camel kill the leader instead of wasting ammo).

Also, like the previous person said: when sneaking there's a 7x7 box centered around every unit you have to enter for them to spot your adventurer.

283
DF Adventure Mode Discussion / Re: Question on Ranged Party Members
« on: January 08, 2011, 10:08:09 pm »
Worse than that, they'll continue to stand at a distance from all the fighting as if they could still do anything, serving no purpose but to fill up a party space, giving you less spaces for useful companions and making ambushers bigger.

284
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 08, 2011, 10:06:36 pm »
Start new adventurer, go to kill a bandit, slay a few of her cronies, she announces herself, turns out to be a bowwoman.

Dodge arrow, block, shot in the arm, lost motor nerves and drop scimitar, pick it up, charge her and get shot in the left lung.

I try to hack her hand off, but even with easy strikes I can't hit, get my head shot off after 3 attempts.
Spoiler (click to show/hide)

Holy crap, that's like that scene from Princess Monoke.

285
DF Adventure Mode Discussion / Re: A real functioning Human bridge! (!!!)
« on: January 08, 2011, 10:04:11 pm »
Oh, I thought you were talking about things that are made from humans, or bodyparts at least.

My Demon Queen is currently wearing a human skin backpack, a full suit of human bone armour and has just lashed someone slowly to death with a human gut whip... Kind of ironic really, the guts actually came FROM the person she just whipped to death.

Damn, whoever made that must have been fast.

Metal, medal same thing. Also I found a keep with no exit, the door led to a 1 z level drop.

In a previous version I found a Mountain Hall whose walls wen up a half dozen z-levels and had no doors

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