Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - khearn

Pages: 1 ... 77 78 [79] 80 81 ... 118
1171
One character I had drank a vampire's blood, and then for quite a while he would get dizzy spells. Occasionally he'd get a blinking blue X on his icon, and "Dizzy" would show up where "Hungry" or "Thirsty" usually do. Then after a  bit it would go away, then come back later. It didn't seem to really cause any problems, although I was a bit concerned when I was underground in some of those rooms with a ledge around the edges several levels above a floor. But he never fell off the ledges. Then a while later I noticed the red "Thirsty" and realized that I had indeed become a vampire.

So I (and my 10 or so companions) sneak into a village at night and I try to feed off of a sleeping villager. Naturally, he wakes up and sounds the alarm, and now my companions start attacking me, too. Oops. Queue "Yakkity Sax" as I run away with a string of a dozen or so villagers and ex-companions on my tail.


1172
DF Adventure Mode Discussion / Re: An odd beginning/My first vampire kill
« on: February 27, 2012, 05:53:57 pm »
Yeah, I read the OP and thought "only 8 crowns? I usually see about 8 pages of hair, nail and bone crafts when I disarm a vampire." They're incredible trophy collectors.

It's really a pain to be an outed vampire. You can fast move into a city, but as soon as you '>' to the local map, you are stuck until you move completely off the city map. It won't let you fast move until you leave the site. The local people aren't a problem, they stay in their homes/shops. But when you walk around, you'll suddenly have a dozen chickens/dogs/cats/pigs come swarming at you. They know that you're an enemy. That gets dangerous, even for a vampire. If a pig gets its teeth on you and starts shaking, you are going to be in a bad way. Or when one knocks you down and three others are attacking before you can get back up.

1173
DF Adventure Mode Discussion / Re: Killing Relatives
« on: February 27, 2012, 05:37:30 pm »
I get requests from guys who want me to kill their wives on a regular basis.

Oh, wait. You're talking about in the game, not in real life? nevemind.

;)

1174
DF Dwarf Mode Discussion / Re: Dwarven Military Doctrine (Tutorial)
« on: February 27, 2012, 04:36:09 pm »
Very nice! I laughed at "There's still some nice Pangolin roaming nearby.  We're not sure what they are, but we're convinced they're delicious." A very dwarven attitude!

1175
DF Dwarf Mode Discussion / Re: Ghostly necromancer
« on: February 27, 2012, 04:18:12 pm »
Philosoraptor asks: What happens if a ghost necromancer raises his own corpse?

1176
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: February 24, 2012, 07:24:23 pm »
Man, it'd suck to be that ONE Dwarf who couldn't 1H a friggin' training sword. Then again, considering how big a fortress can get there's probably more than one.
It gets weirder. Spears have a minimum size requirement of 5000 but training spears have a minimum size requirement of 42500.

Well, training weapons are often made heavier so the trainee will build up muscle using them. :)

1177
DF Dwarf Mode Discussion / Re: Sparing Embark Points
« on: February 24, 2012, 06:48:33 pm »
One thing to consider for those who plan on taking ore to produce armor and weapons: The game now requires multiple bars for each piece of armor. So if I'm doing the math right, a set of armor (helm, mail shirt, gauntlets, leggings and high boots) would require 16 bars of whatever metal you choose, not just 5 like it used to. And that's skipping a breastplate, which is another 9 bars!

If you want steel, you'll need as much flux as well. If you are embarking in a wooded area, you can make charcoal, but if not, you need to bring enough bituminous coal (plus one wood to start it) to produce twice as many bars of coke as you want steel.

16 hematite x 24 P = 384 P
16 marble x 6 P  = 96 P
1 wood x 3 P + 16 bituminous coal x 3P = 51 P
Total: 480 P if trees are available, or 531 P without trees

That's a lot cheaper than starting with steel armor, but you still aren't going to equip many soldiers with what you can bring in the embark. Equip 2 dwarves (assuming trees) and you only have 314 point left. That's not even enough to max out your dwarves' skills.

Bronze looks a lot nicer, though. It's ores are cheaper, it doesn't need flux, and you can make two bars with one fuel.
8 malachite x 6 P = 48 P
8 cassiterite x 6 P = 48 P
1 wood x 3 P + 4 bituminous coal x 3 P = 15 P
Total: 96 P with trees, 111 P without trees.

Now that's a lot more practical, one fifth the price. Heck, you could equip all 7 dwarves in full bronze armor and still have 497 P left over. And bronze is very likely good enough for anything you will face in the first year or so. If it's not, then it's likely that steel wouldn't be either.

Someone please check my math and let me know if I made any mistakes in how many resources are needed or how much it costs. :)

Edit: For those who want to take live animals and butcher them after you arrive instead of carrying meat, I just calculated how much food you get per embark point for the various animals typically available at embark:
AnimalFood   Cost   Food/Cost
Turkey1963.17
Blue Peafowl1762.83
Goose1762.83
Chicken1362.17
Dog26161.63
Goat27261.04
Cat7110.64
Pig29510.57
Sheep27510.53
Water Buffalo511010.50
Yak381010.38
Alpaca351010.35
Llama351010.35
Mule341010.34
Horse311010.31
Donkey201010.30
Reindeer281010.28
Cow351510.23
One-humped Camel   502510.20
Two-humped Camel   432510.17
Duck160.17
Cavy020.00
Rabbit020.00
Guineafowl020.00

The food values were obtained from the wiki, by adding up all the food items in the butchering returns box. Where there was a range, I too the average of the high and low value. I suspect some of those are not entirely accurate.

Note that you can buy meat at 0.50 food per point, so many of the animals are not worth it. Although you do also get bones and skin, which aren't factored into the above table. It also doesn't factor in eggs, which would make the birds even better if you let each one lay a clutch of eggs before butchering it. So it looks like Turkeys are the best animal to take on an embark for quick conversion to food. It's also nice to keep a few hens in the long term for continued egg production.

So instead of starting with the default 30 meat costing 60 points, you can spend those points on 10 turkey hens and get 90 meat, 90 fat and 10 intestines (my favorite!). Plus a hundred or so eggs if you make a nest box and give the birds time to use it.

Or you could just spend 12 points on 2 turkeys and get 18 meat, 18 fat and 2 intestines so you get a little more food than the default for a lot less.

But doing either means you can't get 30 free barrels by taking 30 different types of meat. Maybe a few turkeys and a few single units of different meats to get some barrels?

1178
DF Dwarf Mode Discussion / Re: Sparing Embark Points
« on: February 24, 2012, 05:04:09 pm »
I strip away everything except anvil, booze, food, and PHseeds.  No axes or picks!  Then add a silver warhammer and bismuth bronze short sword (very cheap but effective) for initial defense.  After that is 25 copper nuggets/bituminous coal (for picks + two sets of full armor).  A few pieces of magma-proof stone to build the forge & smelter and one coke to get it all started.

Go with a copper warhammer. It's nearly as effective as silver and costs 18 instead of 90.

I've done the zero point challenge before in a non-evil, non-savage area. Using training axes it's not particularly hard. Not using training axes (and you have to admit they're an exploit) makes it become a lot harder, as described by Nan. I haven't tried that yet, and I don't think I want to deal with all the micromanagement involved.

I always dump the thread/cloth/bags/ropes/quivers/buckets/splints/crutches. You don't need those at the start and can easily make them when you do need them. That's 410 points right there.

1179
DF Gameplay Questions / Re: A few 34.02 changes I'm not sure about...
« on: February 24, 2012, 12:52:45 pm »
Some people are so hard to please. :)

We used to all complain about the Master Milkers and Grand Master Cheesmakers. Now we get blank slates upon which we can write whatever skills we want. Not that we couldn't retrain the cheesmakers before, but it seems less frustrating to me to assign an unskilled worker to the smelter that assigning one with very high level of a worthless skill.

1180
DF Gameplay Questions / Re: "You have located a cave"
« on: February 23, 2012, 08:40:06 pm »
Caves are often in a hill that is separate from others. According to the wiki, the cave sometimes doesn't actually come to the surface. So if you have a isolated hill, try digging into it.

Or maybe just leave it alone until you're ready for some FUN, in case there is a dragon hidden inside.

1181
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: February 23, 2012, 05:28:17 pm »
I'm wondering what sort of transformations your adventurer can undergo in the new version.  I've already made one a necromancer and I'd like to have them become a vampire as well.  Is it also possible to become one of the were- animals I see in Legends mode?  And beyond that, is there anything else that can happen to you?

Also, is it possible for your adventurer themselves to journey into the depths of the world?

I've had an adventurer become a vampire, then read a slab and become a vampire necromancer. Haven't had one become a werecreature, though. But I haven't encountered one in were form.

I've also had a different adventurer find a lair in a cave that had ramps downward that eventually led into caverns. Managed to get myself royally lost. It took me hours or wandering around to finally find the way back out. This was back in 31.25 so I didn't need food/water. But I think I encountered enough wildlife and lakes that I could have survived indefinitely down there in 34.02. Maybe with enough searching downward I could have found more interesting areas, but it might have taken ages. It's very difficult to navigate, since you keep forgetting the maps of areas you wandered away from, and there is no way to tell how deep you are.

1182
DF Dwarf Mode Discussion / Re: Evil biome ‼SCIENCE‼.
« on: February 22, 2012, 06:36:12 pm »
I haven't played in a zombie-infested zone, so this is just speculation, but wouldn't dodge-pit traps work pretty well on a zombie invasion? Just make sure the bottom of the pit is well sealed, e.g. with a raised drawbridge. Just having a locked door apparently won't work with zombie kobold lockpicking. But if you drop all the zombies into an escape-proof pit, you've pretty much broken the siege, even if they do come back to life.

Hmmm, dig a tunnel from the bottom of the pit to the map edge and carve fortifications there and you might be able to wash them off the map and out of your hair.

I'm gonna wash that zombie offa my map,
I'm gonna wash that zombie offa my map,
I'm gonna wash that zombie offa my map,
And send him on his way!

1183
DF Dwarf Mode Discussion / Re: River Pathing Problems
« on: February 22, 2012, 06:16:39 pm »
One thing to note is that restricting the area won't stop the dwarves if that is the only way to get to where they want to go. Restricted traffic zones will make dwarves prefer a different route, but don't ever completely forbid travel through them. So be sure to build a bridge quickly when you embark. Or maybe build walls next to the top of the fall so they can't path to the shallow area.

1184
DF Dwarf Mode Discussion / Re: Bug? Or am I missing something.
« on: February 21, 2012, 05:36:16 pm »
They might be asking for multiple bones. I just had a mood that only asked for bones and rough gems. He ran off and got some bones from the water buffalo I had just butchered, and wasn't going for the 8 rough gems I had in a nearby stockpile. So I butchered a donkey and he grabbed its bones and then the gems and got to work.

1185
DF Dwarf Mode Discussion / Too many children!
« on: February 21, 2012, 04:52:20 pm »
So I embark in a beautiful place. Two rivers meeting with a nice 7 level waterfall, with several layers of chalk (a flux stone), with clusters of magnetite with hematite veins running through them. So naturally within the first month, three of my dwarves jump in the river above the falls and get washed off and die (plus my cat). So I'm down to 4 dwarves, one of which is unhappy and following the expedition leader round to have a meeting for months instead of doing useful work. It was a relief when the first migration wave showed up, even though none of them had any decent skills. At this point I had about 10 or so dwarves and they were still overworked.

Then the second wave shows up with 12 dwarves. Yay! Or so I thought. Of the 12 dwarves, no less than 8 of them were children. Eight useless mouths to feed. And of the 4 adults, still no useful skills.

Has anyone else seen this many kids in a wave? What are they thinking back in the MountainHome? "Hey, let's send a group that's 2/3rds kids to a brand new fort. They'll be safe there."

Oh yeah, those dwarves that got washed off the falls? They are all listed as missing. One has become a ghost, but doesn't show up in the list of names for creating a memorial slab. I'm guessing that's because he's missing, not dead. Kinda sucks.



Pages: 1 ... 77 78 [79] 80 81 ... 118