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Messages - Uzu Bash

Pages: 1 ... 40 41 [42] 43 44 ... 162
616
DF Suggestions / Re: Werehumans
« on: February 01, 2016, 09:11:22 am »
Yes. If I provided no elaboration beyond the title of this post, that would be the suggestion.

617
DF Adventure Mode Discussion / Re: I just noticed...
« on: February 01, 2016, 07:40:38 am »
I disagree, but I do object to how quadruped to biped gait conversions yield such uniformly poor walking gaits for all races. Even cheetah men are slow compared to the basic civ entities. The more massive creatures are hobbled even more by their own mass, but that's kind of a reasonable balance when you have a character that can charge a house and has a gymnastic pool of blood in their body.

618
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 31, 2016, 09:20:04 pm »
The Pits where I paid my final respects to my vampire companion had an uninterrupted climb to the third cavern. Didn't see adamantine, but the blue stuff I wanted was a block of nether cap. 3u of magma-safe building material, to make furnaces anywhere. If only anvils were so portable. I'm glad I'm not traveling with real elves; they bitch about the weather but don't spare a moment's thought to me hacking down trees and burning them up for nothing more than brief experiments.

While I was building a persimmon block roof over the entire 27x27 shrine that I'd made base at, the lone goblins I'd intercepted before came to me instead. They'd just wander in, stand around vacantly until I introduced myself and got their names, and then I'd be lucky to get a shot in before my companions dogpile him. I hope those are the actual residents of Troubledmonsters, and not randomly generated without limit. That would make it difficult to keep my candidate isolated to the underground bunker I prepared. Due to the aquifer layer, I can't dig it any deeper than 2z down.

What items prevent curses?
Anything which gives [NO_AGING] apparently, since a couple of the megabeast buff items I modded in give that. Similarly being a vampire or werebeast or necromancer works.
Are you sure about the werebeast part? I could swear I played a werebeast who got hit with the curse.

619
DF Suggestions / Werehumans
« on: January 31, 2016, 08:18:19 pm »
This may have been suggested before, but now with the introduction of so many antro races, it's only logical. Humans are a primal fear for a great number of animals. Civilized antros with enough exposure to humans would still be terrified to see a hulking, blood-thirsty human in a single-minded rage.

There could also be a cultural component among civilized antro races. Among more insulated races there may be some distrust toward other civs that members of their own who integrate with them would share to a degree. How horrifying would it be to them to see one of their own kind literally turn into the most monstrous example of humanity and turn against them?

620
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 31, 2016, 07:46:15 pm »
Edit: I checked around the perimeter of the area, and when I come back, another 60 or so Undead pour out of the tower again! I've killed them all, and there aren't any new necromancers in the tower. Don't tell me I have to keep spawning Undead out of this place until the game runs out of them...
I think this should've been fixed before, or along with, nerfing them. If the necromancers are all dead, what's creating these undead? Did a wandering member of the cult stop by to park his zombie horde before heading out? Is the slab itself generating them? Having an endless supply of practice dummies isn't so bad, but you can't get any sense of completion out of the ordeal.
What I'm curious the most of is whether Undead count as members of the Necromancer group I'm supposed to kill. I'd imagine not, so the only thing I can guess other than the game being glitched, would be that one of the members of their Necro-fanfic group is out wandering around or on vacation somewhere away from the Tower. I don't even know how I would go about finding members of a group...
The game has so many moving parts now that I don't think Toady can remember what's connected to what unless players tell him. It's not glitched, it's just underdeveloped.

621
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 31, 2016, 07:39:01 pm »
"Adamantine" shows up on every single stockpile and material list in the game. No reason to put it in spoilers.
I agree. The obfuscations and euphemisms are a stale running gag by now.

622
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 31, 2016, 06:37:07 pm »
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?

The forged variety is probably   *warning spoilers* Candy - Link to the DF wiki for you if you dont understand the abbreviation *warning spoilers* which is a blue/teal colour and metallic (or you are talking about a mod-exclusive, alternative metal clothing). Whereas regular woven clothing would be dyed blue, via dimple dye (or other colours should you have a supply of dye to apply).

You can gather more details about a object by inspecting it with K, and clicking on it with enter from the K screen.
Yeah, I was mistaken; I thought the clothier's shop could work with it. Forged is the only option for the clothing.

623
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 31, 2016, 06:32:56 pm »
I came upon the first Dark Pits supposedly possessed by the Failed Evils and found only nomadic humans. Just three guys with their warlord, and Pits full of goblin skeletons. Maybe those are the site owners. I could've bundled them into a bonfire, but instead I carried on to their last stronghold, another Dark Pits named Troubledmonsters. According to sources, this should have at least 18 goblins, but that's no indication of what I'm up against -- it could be all soldiers, all civilians or mixed. I watched a few come out one by one and intercepted them on their way to neighboring pits. Maybe I can just take them all out with ambushes.

Much earlier in my adventure, I had recruited a crazed Elite Goblin vampire from another nearby Pits, who vanished on me on the way out. It turns out she was rewarded for her murder spree with an appointment as Administrator of the place. I remembered she had nice gear that my Swordgoblin could use if we're going to storm this Failed Evils stronghold. I visited, watched her slaughter her remaining citizens with help from my companions, then accused her of being a Night Creature, and looted her stinking undead corpse. So that place is now a ghost settlement. The gear wasn't that great, but a few more pieces of bronze armor doesn't hurt.

But the date is creeping up on me, and I only have a limited time before the full moon. If I'm going to initiate this elderly Crossbow woman, I have to figure out a way to split the party three ways and still recover them all later.

Edit: I checked around the perimeter of the area, and when I come back, another 60 or so Undead pour out of the tower again! I've killed them all, and there aren't any new necromancers in the tower. Don't tell me I have to keep spawning Undead out of this place until the game runs out of them...
I think this should've been fixed before, or along with, nerfing them. If the necromancers are all dead, what's creating these undead? Did a wandering member of the cult stop by to park his zombie horde before heading out? Is the slab itself generating them? Having an endless supply of practice dummies isn't so bad, but you can't get any sense of completion out of the ordeal.

624
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 31, 2016, 03:52:09 pm »
This must have been answered somewhere, but not in the wiki. What's the difference between woven and forged blue clothing?

625
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: January 31, 2016, 02:51:27 pm »
Its been a bit since 40.05 came out. Is there a problem with it?
It hadn't been tested much, although there don't seem to be many issues.
Are you confident in it enough to release an alpha? Or is it already there and I'm just not looking in the right place?

626
DF Adventure Mode Discussion / Re: Best Misc. Weapon for an adventurer?
« on: January 31, 2016, 01:42:49 pm »
Serrated disks rarely get a one shot, but almost always open a major artery and tear tendons and motor nerves. They're a slow but certain death. If you're trying to maximize misc weapon gain rather than optimize damage output right away, these would be ideal weapons. You can deal a mortal wound and disable their ability to attack, so the target is already dead but still standing so you can slash as much and as cruelly as you like until the inevitable. What's more these are light enough to carry multiples for throwing. If they don't finish off a fleeing enemy with one hit, he'll leave a convenient blood trail to follow later, perhaps to his corpse.

Enormous corkscrews are a little heavier, multigrasp, and get one-shots pretty regularly. Just drilling your enemies to death makes them fun.

All trap components have the drawback that you can't attack/dodge with them; if you try, all your attacks will be skipped, including attacks from other sources.

627
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 31, 2016, 01:28:58 pm »
What could be degrading everyone's morale? Their stress levels are 5 digits in the negative, yet it takes longer and longer for them to enjoy anything after a kill, with the exception of the goblin. Could it be that none of them like each other? If so, they're not straightforward about giving their opinions when I ask.

628
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: January 31, 2016, 11:28:33 am »
Its been a bit since 40.05 came out. Is there a problem with it?
I think .06 is expected soon.

629
DF Adventure Mode Discussion / Re: I just noticed...
« on: January 31, 2016, 11:26:31 am »
Problem: Antro races have shorter walk gaits than any humanoid. Your top speed won't outrun anyone. But you could work around this by adding the rule "Stab everyone you meet in the foot." Then you'll be comparatively fast.

630
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: January 31, 2016, 09:59:35 am »
What items prevent curses?
The Ring of Save-Scumming.

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