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Messages - katana

Pages: 1 ... 9 10 [11] 12 13 ... 82
151
DF Adventure Mode Discussion / Re: Head pinching *science*
« on: November 04, 2012, 01:22:15 pm »
I still don't know who originally posted this, but it's still my all-time favorite injury:

Quote
I tore out a mans skull. Strangely, he survived. I went on my merry way, certain he wouldn't survive LOSING HIS SKULL.

He did. I found him some time later, with a "Massive round scar" on his head. And no skull.

NO SKULL.


So apparently they're fine afterwards.

152
DF Dwarf Mode Discussion / Re: Hmmmmyes. Very modest you are
« on: November 04, 2012, 01:15:14 pm »
Are we all ignoring the fact that he named it after himself?

153
DF General Discussion / Re: ASCII vs. Tilesets: Battle of the Century
« on: November 04, 2012, 10:16:18 am »
Quote
T'all you fine dandies so proud, so cock-sure, prancin' aboot with your heads full of eyeballs! Come and get me I say! I'll be waiting on ya with a whiff of the 'ol brimstone.

Explosives are very Scottish.
Quiet you DeGroot.

154
DF General Discussion / Re: Do the Gods Exist Or Are They an In-game Lie?
« on: November 04, 2012, 10:14:47 am »
Didn't you use to be able to talk to gods in 40d?

... Not that they answered back.

155
I like the idea of the prayers, the current system is frustrating with dwarves giving up on hauling everything to the ritual or just plain not having materials because I'm doing something else with them.

Giving the shedim a truly terrifying caste that would actually require an army to kill would be interesting, and probably let them stomp on others in worldgen.

EDIT: Fun fact- blessed dwarves will give birth to blessed children. BABY OF LEMOX.
Like a biological tank or mech?
I had a simular idea for the voidies, a Void-distructor a voidwalker with absurd melee capabilitys but very fragile at range or very fragile without armour

Absurd melee capabilities in this game mean being untouchable (say, legendary+20 dodging natural skill level). Being fragile at a range while absurdly powerful in melee isn't possible because of weapon parries being based on melee skill level. Being fragile without armor would mean that all you'd need is two dwarves and it'd go down easily because it can't instantly attack two dwarves at the same time (with a weapon).

You know what enemies are missing? Webs and heavy armor. Webs to make ranged weapons a necessity (ever fought a giant cave spider? Full legendary elite squads can't rush one). Extremely heavy armor that shrugs off bolts without problem, and protects the entire body with one piece of armor (hadrine plate robe?) so enemy civs won't come half-armored. For added evil, combine both :D

Seriously though- a web spewing shedim could be interesting.

156
DF Gameplay Questions / Re: How does attribute training work?
« on: November 04, 2012, 10:07:34 am »
I once set the learning rate for mining to 500 and dwarven speed to 1, then let a starting peasant loose on the first soil layer. They got to Legendary extremely quickly, but only gained a couple of points of any attribute. That one quick test suggests that attribute gain is time-based.

Legendary+5 is the final level for skills. I believe attributes will still train after that point, but I haven't been looking in DT.

Edit: See here for more testing: http://www.bay12forums.com/smf/index.php?topic=93113.0
That one did use L+5 dwarves, who did gain some stats from doing the appropriate job.
Unless something's changed in recent versions (very possible), legendary+5 is not the final skill level for things like combat.

Skills like weaponsmithing check against lists to see what is possible. For example, at legendary+5, you will never make a -weapon- because the game says so.

Skills like dodging and shield usage use the skill levels to compare to other skill levels. So for example, my legendary+100 shield user who's trained for 40 years straight will effectively be untouchable by a legendary +10 hammerdwarf who's trained for 5-10 years. Even though they both appear to be legendary, the shield user's skill level is much higher.

157
DF Dwarf Mode Discussion / Re: Dwarfs just won't pick up bolts!
« on: November 04, 2012, 09:36:53 am »
Did you assign them bolts in the military screen? (m->f)

158
DF General Discussion / Re: ASCII vs. Tilesets: Battle of the Century
« on: November 04, 2012, 04:57:48 am »
Trackballs are the worst idea ever.

Claymores are more Scottish.  And if it's not Scottish, it's crap.
:<

159
Walls. Engrave all the walls.

161
DF Suggestions / Re: Fell moods give legendary medical skill
« on: November 03, 2012, 02:50:13 pm »
Wouldn't a butcher have a better chance than most untrained people at surgery? Not compared to say a trained doctor, but a butcher would beat a metalsmith in having a vague idea of how bodies work. Your legendary butcher isn't going to be good as a proficient surgeon, but still better than a miner or something.

162
DF Community Games & Stories / Re: the peasant dwarf
« on: November 03, 2012, 02:28:56 pm »
Names for the runed equipment:
Too obvious for a dwarven equipment

Too fitting for a dwarven equipment
◀granite amulet►: Ratflame the cow of swords
◀granite ring►: Dragonwhirled
◀copper pick►: Heavyfeather the merchant of rope

163
DF Suggestions / Re: Fell moods give legendary medical skill
« on: November 03, 2012, 02:25:57 pm »
I mean why not give Butchers automatic surgery skills while you are at it?
Do want.

164
I like the idea of the prayers, the current system is frustrating with dwarves giving up on hauling everything to the ritual or just plain not having materials because I'm doing something else with them.

Giving the shedim a truly terrifying caste that would actually require an army to kill would be interesting, and probably let them stomp on others in worldgen.

EDIT: Fun fact- blessed dwarves will give birth to blessed children. BABY OF LEMOX.

165
DF Community Games & Stories / Re: the peasant dwarf
« on: November 03, 2012, 09:51:09 am »
YOU FOOL!

Ordinary dwarves cannot decorate weapons with gems! They'll think you've got an artifact!

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