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Messages - DrKillPatient

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226
DF Dwarf Mode Discussion / Re: Giant Sponge: Terror of the (not so) Deep
« on: February 15, 2012, 02:00:41 pm »
Ah, I just had some thrips men beat a sponge for a while. I sent my starting 7 to kill them, and once the flying limbs settled (after un-settling and attacking several times of course), I noticed the sponge had a name... I desperately hope that the following image is just caused by a bug:


227
DF Dwarf Mode Discussion / Re: Books are Fun!
« on: February 15, 2012, 10:05:24 am »
And You Sang 'Storage!' was a 283 page novel, written in the mid-autumn of 176 by the dwarf necromancer Tekkud Apexsteel. It concerns her storing Kol Futuretrades And The Nails (a 158 page novel concerning her apprentice) in Boargild in the early winter of 168.

If only we could actually read those books. I'd love to see how one could write 283 pages regarding a single mundane event such as storing a book.

There's also one called Give Me After Can The Market The Easy Way Save The World?

Wow. If I read this correctly, the sequence of books goes like this:

1. Wrote The Market The Easy Way (or maybe wrote The Market, and then wrote "The Market" The Easy Way)
2. Wrote Can "The Market The Easy Way" Save The World?
3. Wrote After "Can The Market The Easy Way Save The World?"
4. Wrote Give Me "After Can The Market The Easy Way Save The World?"

That's a sequence of four, maybe even five layers of bookception.

228
DF Adventure Mode Discussion / Re: Reading Skill?
« on: February 14, 2012, 10:18:50 pm »
It's new. I suspect you train it by reading books and slabs. Its primary use is, as far as I know, reading the necromancers' books containing the secrets of life and death, thus granting necromantic powers. I suppose it will gain further use if/when books are expanded further.

229
DF Dwarf Mode Discussion / Re: .34.01 Weaponization Thread
« on: February 14, 2012, 10:11:53 pm »
You don't gain armored zombies, if I'm understanding it right.  Upon death all items drop, and when they reanimate shortly after, they return naked.  I haven't fort'ed yet, so I haven't witnessed a zombie killing, but if it works the same as regular death...

I've killed a mummy by throwing weapons at it, some of which lodged in its body, and on death they all dropped off the corpse as usual. If that's any indication, I guess we'll have to wait until corpses-as-containers are in.

On another note, can a zombie necromancer (or his limbs...?) still raise corpses? If so, you could set up an arena with two or more necromancers, and if one is killed, he is raised by the other(s). It's sort of like a tag team of two medics with übersaws in TF2, constantly keeping one another invulnerable.

230
DF Dwarf Mode Discussion / Re: DFVD Knowledge Database
« on: February 14, 2012, 10:01:45 pm »
In addition to what Girlinhat said (and yes, all that's new, by the way), you can lick blood off yourself and get your thirst quenched, just like in the DF of old.

Before he was killed by the undead my mason made a statue of a dwarf slaying a zombie roc in a duel, so zombie megabeasts might be a thing.
I've seen zombie rocs before this version. They've been there for a while, but they now have the new zombie mechanics, of course.

231
DF Dwarf Mode Discussion / Re: DFVD Knowledge Database
« on: February 14, 2012, 09:45:15 pm »
I'll make the appropriate changes. Mist does not go down stairs, nor does it go through walls. It can however go over walls.

Then does it drop down at all, or does it stay on/around ground level?

232
DF Dwarf Mode Discussion / Re: DFVD Knowledge Database
« on: February 14, 2012, 08:42:58 pm »
I've heard that they attack in fortress mode during their respective moon cycles. Can anyone confirm that?

233
DF Dwarf Mode Discussion / Re: DFVD Knowledge Database
« on: February 14, 2012, 08:21:35 pm »
On certain creatures only a certain weapon type will work i.e. vampires, werewolves.

I can this confirm to be partially false. I was able to kill a were-something (he never transformed during the fight) with a bronze sword although he was "cut more deeply" (so said the person who sent me to kill him) by iron. Hitting him with my iron shield didn't seem to do anything out of the ordinary for what I'd expect the effect to be on a human. I recall from the devlog that blunt attacks were magnified by the damage multiplier too, but maybe that was changed later on.

I don't know if weapon materials that are not the creature's weakness are actually less effective, or just normal.

Also:
- In adventure mode, vampires can become the law-giver of a civilization. If accused of being a night creature, they'll attack you, but attacking them will not make the civilization's other members hostile. (I was helped out by two other humans, in my case.)
- Accusing a non-night-creature does nothing as far as I can tell.
- An amusing fact, if nothing else: if paralytic/unconsciousness-causing rain occurs in a biome containing flocks of birds, they'll fall from the sky and occasionally explode on impact (depending on how high up they fly). This may be a decent way of getting meat, if the rain can be avoided. On the other hand, the dismembered bird parts might reanimate shortly after, although I'm unsure of how that works.
- Although werecreatures can probably transform in adventure mode, it's seemingly very unlikely to come across them at the right time, so they tend to be in human form when you encounter them in their lairs.

Things to check for:
- Can poison/blood rain go through grates?
- Can mist change Z-levels (e.g. going down the fortress stairs)? Does it evaporate once it goes underground, or does it stay there for a while?

234
DF Dwarf Mode Discussion / Re: First thoughts.
« on: February 14, 2012, 03:38:48 pm »
Embarked in a terrifying region as a test of the new features. First it rained goblin blood, then shortly after, "repulsive sludge", which was a purple goo that caused unconsciousness and made pus spew from every orifice on contact. I saw a great horned owl flying high over the area that was raining repulsive sludge; he was soon rendered unconscious, and as a result, he dropped like a rock and exploded on the ground below.

I had sent my seven dwarves to kill three chinchillas just earlier, and they got knocked out by the sludge shortly after killing the chinchillas. I minimized the game at that point but forgot to pause. When I got back,

Your settlement has crumbled to its end.

From what I can gather from legends mode, a chinchilla (possibly a reanimated chinchilla corpse) nibbled one unconscious dwarf to death, four bled out, and two were killed by a zombie giant snail.

I do believe this incident has rekindled my previously waning interest in DF.

235
DF Adventure Mode Discussion / Re: New Release, New Questions!
« on: February 14, 2012, 12:36:43 pm »
I don't see the Reader skill in my character creation screen... Is it elsewhere?
Also, can I see the effects of curses that have been placed upon me, and if so, how?

EDIT: Also, can books be read from Legends mode?

236
If I were to guess at its cause, I suspect that there's sometimes an invalid object/creature/etc in history that occasionally gets referenced when you speak to someone, causing the game to crash. If so, it's probably hard to pin down in legends... maybe not in a very small world, though.

237
DF Dwarf Mode Discussion / Re: First thoughts.
« on: February 14, 2012, 09:27:58 am »
Trying adventure mode first. Asked to kill Jirdo Mobtactic, "the boss". Eh?

EDIT: Brutally slaughtered before I could get to the mafia boss. Going after a dingo-man.

EDIT2: Killed the dingo-man. Ambushed by seven more on the way out of the lair. They decided to line up between two trees in an orderly fashion as I wrapped their intestines around my two-handed sword.

EDIT3: Kobold ambush. Got punched in the head and my teeth flew everywhere, just like that hamsterwoman from earlier in the thread.

238
DF General Discussion / Re: This game needs a tag line
« on: February 06, 2012, 03:18:35 pm »
Dwarf Fortress: Veni, vidi, mutavi rudis lima.

I came, I saw... I have changed to a rough file (carpenting tool)? Bah. Okay, I give up. What's the correct translation?

239
Curses / Re: LCS on a mac?
« on: February 03, 2012, 11:41:20 pm »
I already fixed my terminal for games of this nature after finally getting Cataclysm to work on my Mac.

Sorry to derail a bit, but how did you manage to make Cataclysm run natively in the terminal whilst still being... visible? When I do so, the many of the colors are extremely similar (e.g. dark blue is nearly black) and it's quite hard to make some things out. I therefore run it in an X11 terminal, (which has distinguishable colors) although I'd much prefer to use it in Terminal.app. Is that what you've done, and if so, how did you do it?

240
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 30, 2012, 10:09:43 pm »
I play on windows with the linux emulator thats on the cataclysm website (someone about has the link as a sig as well).  It seems to be crash proof and is simple to use and install.  The link for that thing really needs to be put into the OP

Arr, here it be. If the OP would be so kind:
http://whalesdev.com/forums/index.php?topic=95.0
(It's about 40mb for the virtualbox image, plus the size of virtualbox if you don't already have it)


Also, instruction for running it on Mac OS X (my own):

Use MacPorts to install GCC 4.6
Code: [Select]
# port install gcc46
...Then change this line in Cataclysm's Makefile...
Code: [Select]
CXX = g++to
Code: [Select]
CXX = /opt/local/bin/g++-mp-4.6
Set these terminal preferences:

TEXT tab
  - Use bold fonts
  - Display ANSI colors
  - Use bright colors for bold text

WINDOW tab
  - Rows: 25

ADVANCED tab
  - Declare terminal as: xterm-color

(Note that the Mac-compiled Cataclysm is slightly less stable than the Linux version, but leagues ahead of the Windows version. You may have issues with the display colors being unreadable, i.e. dark blue is nearly black. To fix this, I just run Cataclysm in Xterm through X11.)

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