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Messages - katana

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271
Blazemetal
Spoiler (click to show/hide)

Apparently our new group is called the Puzzling Summit. It's confusing how they obtained this title.

A silly fortress based on throwing ice at enemy invaders while avoiding the evils of kitchens, crossbows, and traps. This is my second time playing legends of forlorn realms. Feel free to ask to be dwarfed and/or suggest things to do.
Dwarves:

Part 1: Chefs, marksdwarves, mechanics need not apply.
Spoiler (click to show/hide)

Part 2: Destroyed by a single snowflake
Spoiler (click to show/hide)

Part 3: ZOMBIESIEGE
Tun Seapaths, Stonesmith, f available Incinerated
Sazir Notchedtour, Woodsmith, f available Incinerated
Urvad Hammerwalk, Weaponsmith, f available
ók Slapflickers, Plantsmith, f available Mauled by corpses
Zuglar Squareblueness, Siegesmith, f available Missing. As in, either incinerated or mauled by zombies while I wasn't looking.
Dastot flukeheats, Lifesmith machinist (DUAL JOBBING), f available Ran into zombie swarm without training.
'Argoms' Moistenedmolten, Deathsmith (spear), m Overwhelmed by zombies
Udil Heatfill, Meatsmith, m available (actually currently a soldier)
Kol Wiltmirrored, Deathsmith Trainee, m available Overwhelmed by zombies
Melbil Squeezearrows, Ashsmith, m available Fireballs, zombies does it matter anymore?
'GreatWyrmPlatinum' Postincest, Weaponprodigysmith, f Tried to storm necro tower with silver warhammer.
Momuz Glowedstopped, Gemsmith, f available Zombies.
Litast Wiltcrystal, Cutgemsmith, f available The undead are quite unforgiving.
Zefon Passionwheel, Leathersmith, m available
ībmat Slappedlens, Deathsmith trainee, m available Zombies
Edėn Dimplesanctums, Deathsmith trainee, f available See above
ézum Chuckedpicks, Stonesmith, f
Sigun Flickermint, Hero, m
Bim Torchfloor, Furnacesmith, m
Kosoth Patternedstone, Metalcraftsmith, f
Kol Bootclimates, Bonesmith, m
Idith Battleinks, Garbsmith, m
Bėmbul Ragrinses, Candysmith, m
Nulral Daubedpeaks, Woundsmith, m
Asmel Fordfire, Woundsmith, f
Astesh Tomesreigned, Machinesmith, f
Alud Budsizzles, Siegeoperationsmith, f
Solon Pointykin, Lifesmith, f
Edėm Tomesword, Deathsmith, m
Kadol Wetcontrols, Deathsmith, f
Uzol Parchedpleats, Deathsmith, f
Mistźm Brandedboulders, Deathsmith, f
Egul Wheelssoul, Deathsmith, m
Tarem Spatterurns, Deathsmith, m
Duthnur Shipchanted, Deathsmith, m
Nļng Ghostgolds, Deathsmith, f


Table of contents:
Part 1: Chefs, marksdwarves, mechanics need not apply.
Chapter 1: So much for the deathsmith
Chapter 2: In search of dirt
Part 2: Destroyed by a single snowflake.
Chapter 1: That was fast.
Part 3: Our neighbor keeps sending zombies to destroy us.
Chapter 1: Weaponprodigysmith
Chapter 2: ZOMBIESIEGE
Chapter 3: OKAYWEMIGHTBEDEADSOON
Chapter 4: A hero amongst animal caretakers.
___

Rules
-After year 1, there must always be depot access.
-No conventional traps (cage, weapon), upright spears cannot be linked.
-No cooking allowed. Kitchens are evil.
-No handheld projectile weapons allowed.

The first embark: Unlike the second, it had a fair chance of survival. Tragic how it ended though.
Spoiler (click to show/hide)

272
DF Gameplay Questions / Re: Forgotten Beasts with webs
« on: October 26, 2012, 12:06:12 pm »
Web-spewing creatures can be valuable for catching trapavoid animals/forgotten beasts/demons. I'm pretty sure if something spews webs, it can't be webbed though (you can catch giant cave spiders because they aren't trapavoid).

273
DF Community Games & Stories / Re: the peasant dwarf
« on: October 26, 2012, 06:59:13 am »
In that case, mine the silver anyway. Your hat and cloak should help you blend in with the giant rats.

274
Woah! Suddenly LoFR turns from a crypt to the House of Parliament.
Is that a good thing? :c

Anyway, a few pages back some friend/school issues were mentioned, not sure if they still apply.

EDIT: Caved in and looked at raws. Saboteurs are created through curses, so anyone with short worldgens may end up with little/none.

275
DF Community Games & Stories / Re: the peasant dwarf
« on: October 26, 2012, 06:51:19 am »
Mine the silver. On the way you must befriend a bugbat to use as a scout.

276
Here's another possibility - what if exotic weapons and weapons are not in the same category, and when the mood starts it is already decided if you will be getting an exotic weapon OR a normal one?

If that's the case, you can scum your moody dwarf's creation as often as you like, you'll have 0% chance of seeing one of those exotics from it.

This mod is heralded to be incredibly different.  Quotes from the first post:  "Countless hidden features and easter eggs which, individually, will not affect gameplay 99 out of 100 times, but are there to be discovered.  No playthrough will be the same!"  and "When you get a weaponsmith in a strange mood with my mod (or in the unlockable "weapons concept laboratory"), you have no idea what you're going to get.  Maybe you'll get a boring old sword or axe, or maybe you'll get "Blacktemples, a mithril khopesh," or "Hauntedrazor, a damascus steel pair of bladed chains."  Legendary weapons should be legendary.  Your civilization will be known forever for the weapon it creates, which will truly be one-of-a-kind. "
I know narhiril already explained what happened, but you need to remember- Unless you're able to do something like me (train every single dwarf to adequate weaponsmith), weaponsmith moods will be rare. I'm guessing a typical fortress not actively looking for weaponsmith moods would get 10 at most, and likely much less. WIth 60 new weapon types along with the original 15 or so available wepaons, it's quite likely that things will be unique per playthrough.

How rare does something have to be, for our (usually very accurate and honest) Narhiril to state that such things "will truly be one-of-a-kind"?  I say, very rare indeed.  Play/playtest all you want Sir; our modder has promised us a game which will never play the same twice.... and for that matter, this has so far proven true for you too, has it not?

This is, in my opinion, the VERY greatest of the Easter Egg mods (and the very greatest of all other mod categories, but I've more proof to support the Easter Egg category than the others).
Oh god the carbuncles my poor lungs they were everywhere D:

Another detail I'd like to comment on, you mentioned running into some disappointing voidwalkers.

I've met some wimpy voidwalkers too.  And plenty that were not.  Usually intermixed within the same game.  There's nothing to say that this one playthrough you are doing now might even have a civilization of voidwalkers who are almost all wimps - that certainly would be a unique happening that I know of.  Then again, voidwalkers have their own type of very special projectile weapon, and impressive aim at a distance, even through fortifications...  Maybe your game just needs a little more time for them dice to keep rolling.
As said before, I've been playing this fort for roughly 20 years. Maybe you're right and I do need some time, but I'm pretty sure I'm at around the limit where a typical fort dies or is quit for one reason or another.

I expect that THIS mod is going to be very hard for you to accurately define the odds on.  It's designed to be very variable; not just across one game but across many games.  I suspect some of the random stuff gets decided during world generation, and that there are scads of surprises that absolutely cannot possibly happen in any specific game that is already being played, because the variables that allow for them have already been selected against - that's one very nice way to guarantee that no playthrough will -ever- be the same, after all.

So keep writing of your adventures, and your satisfied or frustrated desires to delimitate and define what you see happening and what you think that means for every other playthrough too - I'd only advise that you perhaps phrase your findings either within the framework of a truly impressive pile of varied experiments that test what you believe you see, or that you speak of them as 'this is what's happening in my game', without adding in 'thus it's what happens in this mod for everyone'.  That's likely to keep those of us with teeth and troll-thirst benign, if not benevolent, as we consider your words and decide how to answer you.

(how do you end up with a wimpy civ? I'm not really sure how that works. Will they actually have lower skills than others? If so, ignore the next part. Also- should I leave worldgens long when using this mod? I've been using minimum years out of habit from when kobolds would starve.)
Since I doubt there were castes created specifically to have a "weaker" version of voidwalkers, this means that all voidwalker invaders will have roughly the same skill levels. Every other enemy invader I've ever seen in various has some form of "elite" troop leading a group of lesser ones. It might just be me, but the lore makes it sound like killing even one of them should be a challenge.
I just realized that I'm using overpowered weapons (crossbows, bows) quite a bit, so I'll try some other playthroughs before commenting on enemy balance.

There are certain things I'm pretty sure don't change based on world generation.
The effect of a preset syndrome (to transform creatures) shouldn't change, or we wouldn't end up with the same blessed warriors.
Weapon moods aren't affected by worldgen at all, and that was confirmed to be sorta buggy.
I commented on the strength of an individual voidwalker. I've never seen a case of specific creatures in a civ being stronger/weaker based on worldgen- only their numbers, aggressiveness etc.

I haven't commented on things like devourers of the depths being too common, crystal dragons not existing, or anything that worldgen and luck play a huge part in, have I?

277
DF Dwarf Mode Discussion / Re: siege tower
« on: October 25, 2012, 08:22:07 pm »
if they only fly in a straight line then when are siege weapons ever useful for defense?

They can aim about 30° in each direction. In general, siege weapons are just fun things to use for a challenge and aren't as practical as assigning your operators to be marksdwarves or something. But they can be really fun.

278
DF Dwarf Mode Discussion / Re: Rampage
« on: October 25, 2012, 08:18:54 pm »
You know, if he lives, you can have a true crazed hermit fort where the sole inhabitant will murder incoming migrants.

279
(Tldr: THERE IS NO SUCH THING AS FRIENDLY FIRE SALT)

Sigged.

280
Note that dwarves need a preference for an exotic weapon to create them with moods.
There we go.

Now to find which of my novice weaponsmith army actually has preferences for the cool weapons.
EDIT: Bad RNG! Bad! :c

281
I give up.

And for the record- when your code randomly generates something and then bases things off of that, you sometimes forget to check if certain values will screw other things up. How many random variables are there in dwarf fortress? Can you even name them? Now imagine if one of those threw off everything. I've missed this when making less complex things before...

282

Quote
I had some marksdwarf recruits at a new, further away fortification, so they found the ambush first.

Without training them first? I will have to assume you wanted them to die, and are simply disappointing that the void walkers where unable to accomplish that.
Fortification. Almost every enemy up to then had been melee. When lore states that a civ is feared for their ranged weapons, you sorta expect them to have elite archers...

Putting ten (Being a standard squad amount) marksdwarfs at even adept level in a decent formation with silver bolts against anything from a dragon, to an exiled rift warden, to a bronze collusus. Go ahead and try it out in arena.

Quote
he whole fireball thing was a result of me being used to creatures ignoring fire when considering pathing. (which is the way it's been since fire was added until recently) I never officially knew of the change until now, and it isn't very well documented on the wiki

Did you prefer it when they got themselves burned?
When did I say that?

Quote
What am I meant to look for in the raws? I'm pretty sure that there are no tags that determine if a weapon is moodable or not

Exactly. So why wouldn't it be moodable?....
Because something in the game broke for one reason or another.

Quote
It might turn out that these mood weapons are weighted to be less likely or something, but I've gone 11 weaponsmith tries (3x different dwarves) without anything.

Oh, so that must mean it is impossible. Put away your vanadium katana, guys! This guy says it is impossible!
How old is that screenshot? I've gotten random mooded weapons in other versions. I don't like my current theory either, but from what I'm doing, it seems to be correct. Or I broke something else somehow.

Quote
I think voidwalkers should get higher natural skills, especially dodge or shield user. Their only real advantage over dwarves appears to be equipment and size. In my opinion, one should be at least an even match for an elite (between great and legendary +0 in weapon skill) dwarf. My melee dwarves also destroy them...

How many viodwalker sieges have you gone threw? It is a well balanced game, and it isn't like that will stop a hail of crossbows couldn't stop them. Your melee dwarves also destroy them, but in theory they are in admintine armor (Considering you know, the whole "Your a cheap hacker" and "you have admantine elsewhere"0
They're armored in a mix of bronze, steel, damascus steel.

Quote
I now have 4 artifact weapons:
Adamantine longsword
Adamantine longsword
Adamantine gladius
Low-grade mithril battle axe
(and an  enormous rat bone corkscrew)
All of which I can create normally.

Three admantine weapons? Looks like someone has been haxing again.

Dwarves pick the highest value metal unless they have a preference for something else. Are you seriously claiming that by having 3 wafers of adamantine, I'm cheating?

Quote
EDIT: Just to be clear, the "mood" weapons do exist- I've gotten them from exotic weaponsmithing.

Really? So you are saying that we have not tossed one of the huge modifications of this fortress? Huh. Imagine that.
When these things happen, most (logical) people would question if the mod was installed properly, and ask the complainer to check. If the weapons didn't exist then I would've screwed up something in installation somehow, and it wouldn't be an issue with the mod/dwarf fortress.


Not sure if trolling, or...

283
I had some marksdwarf recruits at a new, further away fortification, so they found the ambush first. The whole fireball thing was a result of me being used to creatures ignoring fire when considering pathing. (which is the way it's been since fire was added until recently) I never officially knew of the change until now, and it isn't very well documented on the wiki. What am I meant to look for in the raws? I'm pretty sure that there are no tags that determine if a weapon is moodable or not. I remember you used to be unable to craft artifact armors from other civs, or something along those lines.
It might turn out that these mood weapons are weighted to be less likely or something, but I've gone 11 weaponsmith tries (3x different dwarves) without anything. While typing this, I got another possessed weaponsmith- gladius. Another readily available weapon type.

I think voidwalkers should get higher natural skills, especially dodge or shield user. Their only real advantage over dwarves appears to be equipment and size. In my opinion, one should be at least an even match for an elite (between great and legendary +0 in weapon skill) dwarf. My melee dwarves also destroy them...

I now have 4 artifact weapons:
Adamantine longsword
Adamantine longsword
Adamantine gladius
Low-grade mithril battle axe
(and an  enormous rat bone corkscrew)
All of which I can create normally.

EDIT: Just to be clear, the "mood" weapons do exist- I've gotten them from exotic weaponsmithing.
EDIT2: Random fact- the gladius' name is womenshafts.

284
First- I admitted that there was small sample size, and now I have found that you're right.

Second- my game's been going for 20 already. Who knows.

Third- Sorry, last time I played was 31.25.

Fourth- We're talking roughly even numbers of non-elite dwarves VS void walkers. I think the almighty feared nigh-godlike civ deserves better than that. For their supposed deadliness, one ambush group even failed to kill a group of dwarven caravan guards.

Fifth- Assuming every weapon has an equal chance of appearing, there are apparently 60 or so "mood" weapons, and approximately 10-15 normally available weapons. This gives me roughly 80% chance to get a mood weapon per mood assuming weapon types are not weighted. I've had 3 weaponsmith moods (along with a few bone carvers, they occasionally make weapons too), all giving me weapons from my civ only.

Sixth- If I want to test something that might be a bug, am I meant to wait for every individual mood? I reloaded 9 times on the third weapon mood. If I have a 20% chance of getting a regular weapon, and I roll this 9 times in a row, I have a feeling something's not working properly.

The mod things you've gotten all sound available to the dwarves through regular crafting (sure you can't make soap shields, but you can make some form of shield etc.), so it's not the same.

285
DF Dwarf Mode Discussion / Re: I have a sudden urge to make mog juice
« on: October 25, 2012, 04:10:58 pm »
Someone who has random urges to make mog juice isn't exactly going to care about the cost effectiveness of obtaining it.

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