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Messages - Dyret

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361
That'll  probably happen when items from lost forts are actually taken off site... right now they just lay around until reclaim. I wonder if kobolds actually use the steel or adamantine weapons they steal? If so this is already in, more or less.

362
DF General Discussion / Re: Skyrim vs Dwarf Fortress
« on: July 02, 2014, 01:48:06 pm »
In all fairness TES was never particularly good as an RPG-system and the 'casualization' is pretty much damage control. It pretty much felt as if some tabletop-nerd jizzed himself when he realized he could do 500 different stats and have a computer do the bookkeeping and inadvertently created a system were bunny hopping everywhere was a viable leveling method. Everything after that is just trimming the fat. I mean, I was butthurt when Oblivion decided maces and axes were the same thing (even if they pretty much are), and then when Skyrim combined strength and constitution into Health (even if they pretty much are), but looking back, nothing of value was lost in the process, other than some of the roleplaying elements of chargen (I liked the idea of my character being born under The Lady, but hey, I can still pretend). Bethesda didn't sacrifice their soul to appeal more to 'stuuped norrmel peelpleds,' or you know, the surgeons and rocket scientists of tomorrow. Hell, in terms of game system Skyrim took a massive leap forward just in allowing your character to ride a horse and hit things with your sword at the same time.

363
One tile drop. Wasn't so much a case of being a noob as not being one and thinking I knew how fall damage worked. :-\

364
DF Suggestions / Re: Making Trapavoid percentage based
« on: July 01, 2014, 08:09:12 pm »
I didn't know the way it works in adv. mode. Is it just one check of your observation against the trap and then you either trigger it or not?

It rolls against your observation to spot the trap when it is within sight range, I forget if it actually lets you walk over it safely after though.

365
DF Suggestions / Re: Making Trapavoid percentage based
« on: June 30, 2014, 11:46:25 am »
Or just base it on observation like with adventurers, which will probably happen eventually.

366
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 30, 2014, 11:22:31 am »
No, it was in my leg. I can't stand any more.

That's probably due to temporary muscle-tearing... have you tried standing up on your own after fast-travelling?

367
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: June 30, 2014, 09:30:55 am »
I lost a sensory nerve to an elven blademaster, so now I have to slow-travel with a crutch until I become legendary so I can face the hill titan adequately.

You don't lose mobility from sensory nerve damage, only damaged motor nerves.

368
I'd probably sit around town all day carving cheap crafts and chatting with the drunks and cheese makers, so a long time in this version, barring adventurers, probably not so much in the next.

369
DF General Discussion / Re: Fianlly.. the release date...
« on: June 30, 2014, 09:21:53 am »
I consider not confusing goats with goblins to be a good thing.

You modded goats to have military professions?

370
DF General Discussion / Re: Skyrim vs Dwarf Fortress
« on: June 27, 2014, 09:42:15 am »
(I'm aware that you Americans have to put up with hearing people screaming "epic fail dood"/etc on the streets, but that does not happen in non-anglo countries).

Lies.

I can't wait for the Angry Birds kids to reach their early twenties and start bitching about how the video games of the 2020's are utter crap compared to the flawless masterpieces they played in their youth.

Pretty much. Every generation ever thinks it's the first and last to have sex and good music, though, so I guess it's high time video games got on the list.

371
Yeah, there's no reason for anyone to want to engage anyone on equal terms, so it makes sense, but let's hope the tracking stuff in the next version makes these things easier to avoid in the future.

372
iirc its not infinite people you just have to kill enough of them.   I remember hearing that a site has a certain population but not all of them are spawned when you enter the town.  leaving and coming back will spawn others in the site data that were not killed.    Pretty sure if you do some rooting around you can find people who have managed to kill all sentients in adv mode.

There is a bug in this version with people respawning, I'm not sure if it applies 100% of the time, though.

373
DF General Discussion / Re: Skyrim vs Dwarf Fortress
« on: June 26, 2014, 09:35:43 am »
Skyrim: For normies and the dumb post-mid-90's-born generation who have a shit taste for games, music and TV shows.

DF: For people in their 20's, pre-1994, who actually enjoy quality media entertainment and find no fulfilment in playing that Assassin's Creed/Skyrim/Call of Duty crap the normies play.

As a rule of thumb for me: If it doesn't require deep, strategical or logical thinking, it's not a video game.

That's a joke I don't get, right?

374
DF General Discussion / Re: Fianlly.. the release date...
« on: June 24, 2014, 03:10:42 am »
Speaking of mods, I wonder how my four-armed cat people will be affected by the combat changes. Can't wait!

perhaps they will have tons of babies, then explode, like another bug related to cats.  Japanese cat bombers.

Well, if they don't naturally I know what I'm modding in next.

375
DF Adventure Mode Discussion / Re: evil neutral good
« on: June 12, 2014, 01:25:51 pm »
They're still 'opposed to life' though.

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