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Messages - Knigel

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481
DF Adventure Mode Discussion / Re: OH GOD WHAT
« on: November 13, 2010, 02:01:02 pm »
Yeah, I noticed that their heads are pretty easy to hit, maybe due to high? I was playing a human, I got seperated from my guys by the ambush, plowed through the little buggers with some halberd to head action.

No, Toady still hasn't implemented height, just random opportunities.

Hmm... speaking of weapons, what effect does material v.s. quality have in this version? For example, would a no-quality steel short sword be better than a +Bronze Short Sword+?

That would take extensive Arena Mode testing, and everyone is too busy gouging eyes and re-enacting scenes from 1970s British comedies.

482
DF Adventure Mode Discussion / Re: DF 31.17 Adventure Mode Impressions
« on: November 13, 2010, 01:55:19 pm »
i can help my wounded friends?

If you mean giving them crutches, no. As far as I can tell, there's still not way to get your companions to use any equipment they didn't have when you recruited them.

483
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 13, 2010, 01:42:23 pm »
My respect for this game has multiplied 5xfold since I started playing adventure mode. Really makes it flexible, as both modes are very-well implemented. Right now I'm still slaughtering assorted animals, trying to find a damn shopkeeper. Oh, just found out that shops were broken in 31.16. So much for this character...Guess I'll go try some luck-manipulation with that giantess.

Shops are back, but now you can only find them in towns. They'll have signs of what they sell next to the door.

484
DF Adventure Mode Discussion / Re: Funniest Names
« on: November 12, 2010, 08:41:37 pm »
I just found out the goblin axeman my last adventurer was killed by was leader of a group called "The Decent Cooks" (which Legends mode claims is a human group, even though less than a fifth of the members I fought were human).

485
DF Adventure Mode Discussion / Re: DF 31.17 Adventure Mode Impressions
« on: November 12, 2010, 02:43:53 pm »
Honestly, can anyone tell me why my aimed strikes are so ineffective?  As long as I just bash into creatures like the old versions, I can slay things easily, but the aimed strike menu just gives me a lot of tricky/solid strikes that consistently miss...

Technically, the standard attacks still are aimed, it's just that they're selected automatically based on some algorithm weighing chance of hitting and damaged done (same thing non-player units do).

486
Oh, and throwing stars.

I'm sorry, you'll just have to do with giant serrated discs.

487
^That's not entirely unrealistic. Knocking someone out without killing them is a lot harder than people think it is.

488
DF Adventure Mode Discussion / Re: DF 31.17 Adventure Mode Impressions
« on: November 12, 2010, 04:10:36 am »
You can always try and disable/ dismember their weapon arm. If you want to steal their weapons, i guess you could just do it from the wrestling menu, just like before.

Although that will apparently take a decent wrestling skill now, as enemies can easily avoid you grabbing them now.

Maybe some kind of world gen option would help, so you can turn off bogeymen attacks completely, make them only show up rarely, make them only show up in evil areas, or the current frequency.

I think that is an option in the same file you change for things like skipping the intro and screen ratio.

Man. All this stuff is awesome. but I should not be able to bite six things, one with each of my teeth.

"Who are you?"
"I'm the goddamn pac-man."

This is gonna would be my sig if no one else uses used it.

Is there any point to recruiting peasants compared to armed guards?  I figured they would be my first companions, but none would join me since I had no reputation.  After my first kill, I just went and got lashers and pikemen from the keeps.  Am I doing it wrong?

Well, recruiting miners will finally give you access to a pick without having to piss off a whole civilization stealing one or trick a monster into killing someone with one.

Uhhh, I just managed to recruit a shopkeeper. And I can trade with him whenever he's in his shop. Well, that's interesting. Too bad I don't know how to get him to stop following me. So I guess he'll just follow me until he dies. Good thing he didn't really have anything interesting anyway.

That sounds more like a bad thing; if he dies you can go take his stuff, assuming you beat everyone else to it.

Is anyone else getting a bug where it says unarmed human soldiers are blowgunner, even though they don't use blowgun?

And what happens if you don't ask permission to stay in someone's house before sleeping? I slept in a fortress without asking permission (which I couldn't get because asking the soldiers wasn't an option), but nothing bad happened.

489
DF Adventure Mode Discussion / Re: Draw your adventures
« on: November 10, 2010, 08:54:30 am »
^Didn't that story (the new article you linked) turn out to be fake?

490
The dev blog mentions giving adventurers the ability to jump. Also climb.

491
DF Adventure Mode Discussion / Re: Dwarven Picnic?
« on: November 09, 2010, 02:39:09 pm »
Are clowns even "on" in adventure mode? Also I never saw computer generated dwarves dig in deeper than 8 z layers.

Yes, you just need to make a hole to their yourself.

492
DF Adventure Mode Discussion / Re: Draw your adventures
« on: November 09, 2010, 10:58:16 am »
yeah but then a branch is like a throat to trees(leaves are mouths) have that snap off must be painful.

No, they're not. Trees don't feel pain.

But yes, Elves making everything from wood still doesn't make sense though.

493
DF Adventure Mode Discussion / Re: Basic Questions: Rivers and Beasts
« on: November 08, 2010, 03:43:21 pm »
With trying to get into rivers, you might want to make sure you're just one z-level above the water, as otherwise you're going off a short chasm on the sides of the river which risks injury and you can't climb back out of..

494
I believe he stated that ranged weapons do not have aimed attacks...
I believe that Toady stated in his updates that:
A) He threw a goblin leader's dagger at his shoulder
B) His companion archer tried to shoot *something* in the head.
But we'll see.

No, he actually said in they couldn't because he hasn't decided what skills affect ability to get and avoid a hit on a given area (with melee isn't weapon and fighter vs. dodger and fighter), but he might implement that before the release.

You can't currently aim ranged attacks, though it might get in before the release.  In that case the skills used will have to change again, of course, though it might be that there aren't skill influences the same way there, since opportunities and changing chances are supposed to come in part from the positioning from the ongoing fight, which can't be influenced in the same way by a distant shooter.

495
I'm sure its been said already but I would load up on crossbow bolts then go into a human or elven town and start shooting at people's genitals.

They don't have genitals outside of mods.

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