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Messages - Knigel

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631
DF Suggestions / Slightly altered quick Travel for Adventure Mode
« on: September 24, 2010, 09:49:16 pm »
Namely, being able to quick travel through tiles you normally couldn't (mountain and ocean tiles) if you have certain skills.

You could quick travel if your "Swimmer" skill is high enough (at least Adept) or are a natural swimmer (which is only relevant with mods, but still helpful; it's slightly annoying for the people who play as fishmen to still need to travel everywhere through the water manually).
I'm less certain what would let you quick travel through the mountains though.

632
DF Adventure Mode Discussion / Re: Unarmed Combat
« on: September 24, 2010, 09:30:10 pm »
Until you at least get fully covering clothes (which you don't get if you start with the most skill in some form of unarmed combat), you're at risk of getting serious injuries even from attacks by weak enemies. I actually had a wrestler get killed less than an hour in by having her throat torn open by a chimpanzee even as she was strangling it to death.

Stealth, thrown items (weapons, bolts, and rocks sharpened with knapping being probably the most effect readily available ones), and how to attack prone enemies are very important tactics.
Unfortunately, .12 has a bug where enemies with pathfind toward or away from you even if you're in hiding and .13 has a different bug where items thrown while in hiding keep going past everything until they hit the ground.

Against foes with melee weapons, attack with thrown items until they are killed or pass out from the pain and you can go in for the head crush "pinch" (remember you need to grab with a part with a hand to pinch, and thus have one free).
Foes with ranged weapons you'll want to sneak up to and disarm with wrestling (grab their weapon, gain control of it, then either put it into you inventory or throw it far away) then proceed as if facing a melee foe. Depending on your speed and ambushing skill, you may want to just avoid them entirely by running for cover and hiding.
Foes that are immune to pain or otherwise hard to disable you may wish to avoid until you're properly armored and very skilled.

633
DF Adventure Mode Discussion / Re: I kind of, well, stuck (.12)
« on: September 24, 2010, 08:23:03 am »
As of 31.xx, Bronze is better than iron.
you already knew this or not.

Steel, however, is still better than bronze.

634
DF Adventure Mode Discussion / Re: Quick guide?
« on: September 23, 2010, 08:26:58 pm »
Let's say I have a warhammer equipped and a spear in the inventory. How do I equip the spear in such a case?

Press "r" to open your menu and choose the spear. If you have enough room in your inventory press "p" to store the warhammer, but if not drop the warhammer, pick up some object you don't want, pick up the warhammer (which will automatically go back into your inventory), then drop the thing in your inventory.

There's this weird glitch where it will say you "don't have a proper container" for an item even if you can still force it to store items in the bag by just picking them up with something already in both hands.

Alternatively, you can just have the spear and warhammer in one hand each most of the time, throw the warhammer whenever you start fighting, then pick it back up when you're done.

635
DF Adventure Mode Discussion / Re: Quick guide?
« on: September 23, 2010, 12:18:46 am »
Can I designate a group of people my enemies so that I can attack them without using shift-A all the time?

I'm afraid not. You won't be able to attack without Shift-A and approving unless they've recognized you as an an enemy and are acting hostile, which is kind of annoying with stealth kills.

636
DF Adventure Mode Discussion / Re: The Invincible Bronze Colossus
« on: September 22, 2010, 01:50:17 am »
Try giving 'em [CAN_LEARN], after a thousand years the fuckers are completely unbeatable.

Learning without needing a brain or the ability to feel pain isn't really fair.
What skills would they even learn anyway? Probably just Fighter, Striker, Kicker, and Wrestler but it would be pretty funny if you got one with the alchemist skill.

637
DF Adventure Mode Discussion / Re: The Invincible Bronze Colossus
« on: September 21, 2010, 08:46:06 pm »
Really? The raws don't have the "CAN_LEARN" tag.

638
suggested a way to dump them in one spot?

Not specifically in one spot, but you could well do that.

Please note that when I started that thread I figured separated followers just went back to there town of origin (or at least tried to), but now it seems more likely that they wander the wilds.

639
DF Adventure Mode Discussion / Re: The Invincible Bronze Colossus
« on: September 21, 2010, 01:19:30 am »
Has anyone ever tried taking a metal disc (or whatever it was) from a trap in a used fortress and throwing it?

On a related note, I'm eagerly awaiting the update allowing you to pull up some surface boulders and really put that strength and throwing skill to use.

640
either way at least now one needs to find a way to keep those ditched companions in one spot and companion collecting meta-game can be made! I might get a blood wench for a starter.

This is sort of something I mentioned on the suggestion board. You could have a reserve of potential companions you can switch between depending on what you need. Hopefully a non-bug version will be part of the planned update to the follower system mentioned in the devblog.

641
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 18, 2010, 05:49:44 pm »
You know that squirrel demon prisoner I mention a while ago? Well, according to the legend he was the administrator of the dark fortress and gives no explanation as to why he was consider a prisoner; his record just went straight from becoming to administrator to "escaping" about 200 years later.

642
DF Adventure Mode Discussion / Re: 31.13, how to find useful town?
« on: September 18, 2010, 07:49:23 am »
Does the wayfinder still point toward the city? Assuming it's not overloaded telling you how to get to a dozen task locations on the other side of the country...

No, it just takes you to the same relatively small, empty square of land as quick travel does.

643
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: September 18, 2010, 07:44:54 am »
Running through the multiple and surprisingly peaceful dark fortresses. I'm looking for demon prisoners, but I've had no luck as of yet.

Although I still found a (squirrel demon) prisoner in one of them, all of the dark fortresses in my current world are like that too and there may be as many as three in one town. I have yet to see a single goblin in any of them.

Been encountering Harpies a lot lately...tried something while sneaking behind one distracted by my partner:

Yup...my adventurer jumped after it & in 3 moves defeated it.

Tried it on different creatures as well & found it quite effective as simple as it is. Guess I've found a rather efficient way to take out multiple foes 99% of the time in only a few turns as long as I'm are fast enough (CQC baby!)...my adventurer was a Kobold with legendary stats sure, but he was a tiny twerp compared to most.

I can usually take stuff out quickly by throwing a spear at them (which may kill instantly) and just popping their head off once they're passed out from the pain. I can alternately make them pass out by choking.

644
DF Adventure Mode Discussion / Re: 31.13, how to find useful town?
« on: September 17, 2010, 06:05:42 pm »
To elaborate on my previous post: it seems the world is the same, but quick travel can longer take you to the actual town but just some small part of the boondocks in the same region tile so you have no way to knowing how to get to the actual town.

645
DF Adventure Mode Discussion / Re: Some Q's
« on: September 17, 2010, 07:32:24 am »
^Here is an exhaustive list of changes, including Adventure Mode adding features that let you sharpen rocks and butcher corpses.

Also, to answer your question about Toady's priorities: he has acknowledged that most of his focus has been on Fortress Mode, but it planning to greatly expand upon it with the coming updates. With the current version, the functionality of Fortress Mode has been "gutted" to make way for future content (towns don't exist as we knew them, and thus there are no shops), so there isn't a whole lot to do in it at present.

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