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Messages - GreatWyrmGold

Pages: 1 ... 3512 3513 [3514] 3515 3516 ... 3706
52696
DF Adventure Mode Discussion / Re: Are animal-men considered sentient?
« on: February 20, 2012, 02:51:45 pm »
Kill the cultists. Maybe reveal the vampire so you don't make anyone mad by killing the wrong guy.

52697
DF Adventure Mode Discussion / Re: Sewers unaccesible
« on: February 20, 2012, 12:59:10 pm »
So, wait...how do you find sewer entrances?

52698
DF Suggestions / Re: Good regions being painfully good
« on: February 20, 2012, 12:52:26 pm »
Here's an idea. In good regions, there are healing springs, mists that grant magical powers, rain of alcohol, etc.

However...
Invaders use the healing springs. Dwarves with magical power go mad with power and/or normally, and take down more of your militia/civilians/infrastructure with them. Alcohol rain makes everything more flammable, which causes issues when a dragon or fire-breathing titan or something comes along.


In other words: Evil areas kill you, good areas help you nut also helps things trying to kill you.

52699
DF Suggestions / Re: Earth Tree
« on: February 20, 2012, 12:43:49 pm »
Yet another way that elves are like bugs.

52700
DF Suggestions / Re: Stop the Gang Violence!
« on: February 20, 2012, 12:38:13 pm »
So sometimes there are hardly any people attacking me, and sometimes I need to stay in a town to avoid being attacked by criminals?

Better than it is now, I guess.

52701
DF Modding / Re: Hooves reluctant to stay attached to ponies.
« on: February 20, 2012, 10:34:38 am »
Yes.

52702
DF Modding / Re: how to edit the raws for rock bins, and beds
« on: February 20, 2012, 10:33:37 am »
You need custom reactions. That's about all I can say right now...I'll get back to you once my computer gets back to working. Unless someone else beats me to it.

52703
DF Modding / Re: Forcing a common enemy?
« on: February 20, 2012, 09:14:06 am »
Another, related question: Are necromancer- and evilbiome-zombies hostile to one another? And if not, how would we change that?

52704
DF Modding / Re: Custom Vampire Curse
« on: February 20, 2012, 09:04:03 am »
Wait, you can mod in specific demons? I didn't know that...

52705
DF Modding / Re: Custom Necromancer and mage towers questions.
« on: February 20, 2012, 08:38:28 am »
Without immortality, people die of old age.

52706
DF Modding / Re: Is enemy AI moddable?
« on: February 19, 2012, 02:00:54 pm »
I think that skulking civs live in caves.

52707
DF General Discussion / Re: What Would Urist Do?
« on: February 19, 2012, 01:58:33 pm »
Nothing. Why would a TRUE dwarf care about friendships except as an excuse to murder stuff?

What would Urist do if he was the king of elves?

52708
DF Adventure Mode Discussion / Re: How To Survive The New Version
« on: February 17, 2012, 09:36:58 pm »
The recent release should have toned down the ambush rates, plus observer/intuition lower the chances as well.
If it did, it increased the number of groups who want to ambush you to compensate. ALL of my adventurers have run into bands of whatevers shortly after creation.

Quote
Otherwise,
Running away, savescumming, & hiding behind trees before slowly pebbling them to death.
I find savescumming cheating, they can probably catch up to me but I might try running if I can get far enough away, and I might try the tree one.

Run away, become a vampire, then become a necromancer. I guarantee, nothing will stop you.
Any advice on where to find vampires? Other than "underneath layers of crafts made from the hair, nails, bones, and teeth of their victims."

52709
DF Adventure Mode Discussion / How To Survive The New Version
« on: February 17, 2012, 08:53:29 pm »
Seriously. In 31.25, I had no issue with keeping adventurers alive as long as I kept them away from non-titan megabeasts and bogeymen, but had nothing to do. In 34.01, I am having trouble keeping the inevitable goblin/dwarf/human/fucking kobold ambushes from killing me. Oh, and of course I never start in towns, only hamlets, so I need to travel the bandit-packed wilderness between human settlements to get to anything interesting. If I don't die when getting to town, I die to a mummy's curse or get all of my limbs crippled by a couple goblins in a dungeon.



All that aside, this seems like a great update to play an adventurer in, if I can get anywhere. Does anyone have any advice on how I can, say, get to the point where I can defeat a necromancer and learn the Secrets of Life and Death without dying before then?

52710
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: February 17, 2012, 08:47:14 pm »
My axeman had an epic battle with an axegoblin. After killing his spearwoman leader and pike-wielding pal, the axer promptly crippled my legs. We started hacking at each other; I swiftly removed a foot, and it went from there. After I removed his weapon-wielding hand, he picked his axe up in the other. He disabled my arms, shield-arm first, as well as one foot; I bit and tore off his remaining hand. He bled to death; after one turn of somehow picking the loot off of the dead axegobbo, I followed suit. In bleeding to death, that is.

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